\ExplSyntaxOn
\NewDocumentCommand{\DefineDictionary}{mm}
 {
  \arclupus_dict_def:nn { #1 } { #2 }
 }

\seq_new:N \l__arclupus_dict_temp_seq

\cs_new_protected:Nn \arclupus_dict_def:nn
 {
  \prop_gclear_new:c { g_arclupus_#1_dict_prop }
  \clist_map_inline:nn { #2 }
   {
    \__arclupus_dict_add:nn { #1 } { ##1 }
   }
  \cs_new:cpn { #1 } ##1 { \prop_item:cf { g_arclupus_#1_dict_prop } { ##1 } }
 }

\cs_new_protected:Nn \__arclupus_dict_add:nn
 {
  \seq_set_split:NVn \l__arclupus_dict_temp_seq \c_colon_str { #2 }
  \prop_gput:cxx { g_arclupus_#1_dict_prop }
   {
    \seq_item:Nn \l__arclupus_dict_temp_seq { 1 }
   }
   {
    \seq_item:Nn \l__arclupus_dict_temp_seq { 2 }
   }
 }
\cs_generate_variant:Nn \seq_set_split:Nnn { NV }
\cs_generate_variant:Nn \prop_gput:Nnn { cxx }
\cs_generate_variant:Nn \prop_item:Nn { cf }
\ExplSyntaxOff

\newcommand{\talent}[1]{%
  \def\tmptalent{\expandafter\talentdict{#1}}
  \ifthenelse{\equal{\tmptalent}{}}{%
    \IfSubStr{\undeffed}{(#1)}{}{\append{\\(#1) - \bookandpage}}%
    \swtalent{#1}{}{}{}{}%
  }{%
    \tmptalent%
  }
}

\DefineDictionary{talentdict}{%
  {a step ahead}:{
    \swtalent{A Step Ahead}{Once per session, the character may suffer 2 strain in order to count their Cunning as one higher than normal for the remainder of the encounter.}{true}{}{}
  },%
  {adaptable}:{
    \swtalent{Adaptable}{When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove \despair{} from the check or remove \threat{} equal to their ranks in Cool from the check.}{true}{true}{}
  },%
  {against all odds}:{
    \swtalent{Against All Odds}{When incapacitated, perform Against All Odds action; making \hard{} Resilience check with \force{} equal to Force rating. Heal wounds equal to \success{}. Spend \forcepoint{} to add \success{}.}{true}{true}{}
  },%
  {all-terrain driver}:{
    \swtalent{All-Terrain Driver}{Do not suffer usual penalties for driving through difficult terrain when using Piloting (Planetary).}{}{}{}
  },%
  {altered deal}:{
    \swtalent{Altered Deal}{Once per session may take the Altered Deal action and make \hard{} Coercion check to radically change a previously made deal or bargain to the character's advantage.}{true}{}{}
  },%
  {analyze data}:{
    \swtalent{Analyze Data}{Once per session after capturing enemy data, the character may perform the Analyze Data action to make an \average{} Knowledge (Warfare) check. Once during the remainder of the session they may then add \success{} equal to ranks in Knowledge (Warfare) to one check related to that data.}{true}{}{}
  },%
  {anatomy lessons}:{
    \swtalent{Anatomy Lessons}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.}{true}{}{}
  },%
  {animal bond}:{
    \swtalent{Animal Bond}{Develop long-term bond with single animal of silhouette no greater than half Force rating rounded down.}{}{true}{}
  },%
  {animal empathy}:{
    \swtalent{Animal Empathy}{When making checks to handle or tame animals, add \force{} no greater than Force rating to the check. Spend \forcepoint{} to add \success{} or \advantage{} to the check.}{}{true}{}
  },%
  {another's treasure}:{
    \swtalent{Another's Treasure}{The condition of an item does not affect the price the character receives when selling it. In addition, the character can always find a buyer for an item, no matter its condition or apparent value.}{}{}{}
  },%
  {armor master}:{
    \swtalent{Armor Master}{When wearing armor, increase total soak value by 1.}{}{}{}
  },%
  {armor master - improved}:{
    \swtalent{Improved Armor Master}{When wearing armor with a soak value of 2 or higher, increase defense by 1}{}{}{}
  },%
  {as the force wills it}:{
    \swtalent{As the Force Wills It}{May make an \easy{} Knowledge (Lore) check to heal strain at the end of an encounter. \triumph{} can be spent to heal all strain.}{}{}{}
  },%
  {assault drop}:{
    \swtalent{Assault Drop}{Once per session while piloting a vehicle or ship, the character may perform the Assault Drop incidental. All passengers aboard or allies engaged with the vehicle or ship may immediately disembark or embark as an out-of-turn incidental.}{true}{}{}
  },%
  {at any cost}:{
    \swtalent{At Any Cost}{May suffer a Critical Injury to reroll a Mass Combat check. At the GM's discretion, may secrifica an item or indidual of personal significance instead.}{true}{}{}
  },%
  {ataru technique}:{
    \swtalent{Ataru Technique}{When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.}{}{true}{}
  },%
  {backroom deal}:{
    \swtalent{Backroom Deal}{Once per encounter, make a \hard{} Negotiation check to reveal how previously unknown dealings have a meaningful impact on the current scene.}{true}{}{}
  },%
  {bacta specialist}:{
    \swtalent{Bacta Specialist}{Patients regain 1 additional wound per rank of Bacta Specialist when they recover wounds from bacta tanks or long term}{}{}{true}
  },%
  {bad cop}:{
    \swtalent{Bad Cop}{May spend \advantage\advantage{} from a Deception or Coercion check to upgrade ability of a single ally's subsequent social interaction check against the target a number of times equal to ranks in Bad Cop.}{}{}{true}
  },%
  {bad motivator}:{
    \swtalent{Bad Motivator}{Once per session, may take a Bad Motivator action: make a \hard{} Mechanics check to cause one targeted device to spontaneously fail.}{true}{}{}
  },%
  {bad press}:{
    \swtalent{Bad Press}{Once per session, choose an organization and make a \hard{} Deception check. On a success, organization members have their wound thresholds reduced by 1, plus 1 per \success{}\success{}\success{} until the end of the session.}{true}{}{}
  },%
  {balance}:{
    \swtalent{Balance}{When the character recovers strain at the end of the encounter, they may add \force{} per Force rating. they recover additional strain equal to \forcepoint{} generated}{true}{true}{}
  },%
  {barrage}:{
    \swtalent{Barrage}{Add 1 damage per rank of Barrage to 1 hit of successful attack while using Ranged (Heavy) or Gunnery skills at long or extreme range.}{}{}{true}
  },%
  {barrel roll}:{
    \swtalent{Barrel Roll}{While piloting a vehicle or starship of silhouette 3 or less, when hit by an attack, suffer 3 system strain to reduce damage of one hit by ranks in Piloting.}{true}{}{}
  },%
  {barrel roll - improved}:{
    \swtalent{Improved Barrel Roll}{When the character takes the Barrel Roll Incidental, reduce the damage of all hits of the attack by ranks in Piloting.}{}{}{}
  },%
  {barrel roll - supreme}:{
    \swtalent{Supreme Barrel Roll}{When using Barrel Roll against certain weapons, may spend \despair{} or \threat{}\threat{}\threat{} to inflict one hit on an enemy vehicle within close range, dealing base damage of the original attack.}{true}{}{}
  },%
  {basic combat training}:{
    \swtalent{Basic Combat Training}{Brawl and Ranged (Light) become career skills.}{}{}{}
  },%
  {beast wrangler}:{
    \swtalent{Beast Wrangler}{Add \boost{} per rank of Beast Wrangler to checks to tame or wrangle creatures.}{}{}{true}
  },%
  {beginner's luck}:{
    \swtalent{Beginner's Luck}{Once per session when the character makes a check, may add \success{} equal to the number of light side Destiny Points in the Destiny pool to the results.}{true}{true}{}
  },%
  {black market contacts}:{
    \swtalent{Black Market Contacts}{When purchasing illegal goods, may reduce rarity by 1 per rank of Black Market Contacts, increasing cost by 50 percent of base cost per reduction}{true}{}{true}
  },%
  {blackmail}:{
    \swtalent{Blackmail}{When an NPC exceeds their strain threshold, may spend 1 Destiny Point to convince that NPC to perform a single task of choice instead.}{true}{}{}
  },%
  {blather}:{
    \swtalent{Blather}{Take the Blather action, making a \hard{} Charm or Deception check. If successful, one adversary per \success{} is Disoriented for rounds equal to the character's Presence. The character may spend \triumph{} from the check to Stagger one affected target.}{true}{}{}
  },%
  {blooded}:{
    \swtalent{Blooded}{Add \boost{} per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded to a minimum of 1.}{}{}{true}
  },%
  {body guard}:{
    \swtalent{Body Guard}{Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks of Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number.}{true}{}{true}
  },%
  {body guard - improved}:{
    \swtalent{Improved Body Guard}{Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.}{true}{}{}
  },%
  {bought info}:{
    \swtalent{Bought Info}{Instead of making a Knowledge check, may take a Bought Info action; spend credits equal to 50 times the difficulty of the check to pass with one \success{}.}{true}{}{}
  },%
  {bound together}:{
    \swtalent{Bound Together}{Perform the Bound Together maneuver. Until the character's next turn, when the character or an ally within short range suffers strain, they reduce the amount by the current number of light side Destiny Points.}{true}{true}{}
  },%
  {brace}:{
    \swtalent{Brace}{Perform the Brace maneuver to remove \setback{} per rank of Brace from next Action. This may only remove \setback{} added by environmental circumstances}{true}{}{true}
  },%
  {brace - improved}:{
    \swtalent{Improved Brace}{When the character performs the Brace maneuver, they may choose one environmental circumstance. The benefits of Brace apply to that circumstance until the end of the encounter.}{}{}{}
  },%
  {brace - supreme}:{
    \swtalent{Supreme Brace}{When the character performs the brace maneuver, the benefits apply to all allies within short range.}{}{}{}
  },%
  {brilliant evasion}:{
    \swtalent{Brilliant Evasion}{Once per encounter may take Brilliant Evasion action. Select 1 opponent and make Opposed Piloting (Planetary or Space) check to stop opponent from attacking character for rounds equal to Agility.}{true}{}{}
  },%
  {by the book}:{
    \swtalent{By the Book}{Once per encounter, before making a combat check, the character may suffer two strain to add \advantage{} to the results equal to their ranks in By the Book.}{}{}{true}
  },%
  {bypass security}:{
    \swtalent{Bypass Security}{Remove \setback{} per rank of Bypass Security from checks made to disable a security device or open a locked door.}{}{}{true}
  },%
  {calming aura}:{
    \swtalent{Calming Aura}{When an opponent targets character with a Force power, reduce \forcepoint{} generated by 1.}{}{true}{}
  },%
  {calming aura - improved}:{
    \swtalent{Improved Calming Aura}{Spend a maneuver and suffer 2 strain to extend Calming Aura's effects to allies equal to Willpower at short range until start of next turn.}{true}{true}{}
  },%
  {careful planning}:{
    \swtalent{Careful Planning}{Once per session, may introduce a "fact" into the narrative as if a Destiny Point had been spent.}{true}{}{}
  },%
  {center of being}:{
    \swtalent{Center of Being}{Take a Center of Being maneuver. Until the beginning of next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being.}{true}{true}{true}
  },%
  {center of being - improved}:{
    \swtalent{Improved Center of Being}{Suffer 1 strain to perform Center of Being maneuver as an incidental.}{}{true}{}
  },%
  {center of being - supreme}:{
    \swtalent{Supreme Center of Being}{When the character performs the Center of Being maneuver, the effects apply to ranged attacks as well.}{}{true}{}
  },%
  {circle of shelter}:{
    \swtalent{Circle of Shelter}{When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.}{}{true}{}
  },%
  {clanker killer}:{
    \swtalent{Clanker Killer}{Before rolling a combat check that targets a droid, remove \boost{} up to the character's rank in Clanker Killer from the pool and add an equal number of \success{} or \advantage{} to the results.}{true}{}{}
  },%
  {clanker killer - improved}:{
    \swtalent{Improved Clanker Killer}{Decreases the critical rating of Brawl and Melee attacks targeting droids by 1 per rank of Clanker Killer to a minimum of 1.}{}{}{}
  },%
  {clever commander}:{
    \swtalent{Clever Commander}{May use ranks in Knowledge (Warfare) to upgrade Mass Combat checks instead of ranks in Leadership.}{}{}{}
  },%
  {clever solution}:{
    \swtalent{Clever Solution}{Once per session, make one skill check using Cunning rather than the characteristic linked to that skill}{true}{}{}
  },%
  {codebreaker}:{
    \swtalent{Codebreaker}{Remove \setback{} per rank of Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.}{}{}{true}
  },%
  {combat veteran}:{
    \swtalent{Combat Veteran}{The character adds \boost{} to their Brawl and Discipline checks equal to their ranks in Combat Veteran.}{}{}{true}
  },%
  {command}:{
    \swtalent{Command}{Add \boost{} per rank of Command when making Leadership checks. Affected targets add \boost{} to Discipline checks for next 24 hours.}{}{}{true}
  },%
  {comprehend technology}:{
    \swtalent{Comprehend Technology}{Take Comprehend Technology action; make an Average (\difficulty{}\difficulty{}) Knowledge (Education) check to use Force rating as ranks in skills to use a single item.}{true}{true}{}
  },%
  {commanding presence}:{
    \swtalent{Commanding Presence}{Remove \setback{} per rank of Commanding Presence from Leadership and Cool checks.}{}{}{true}
  },%
  {comrades in arms}:{
    \swtalent{Comrades in Arms}{Once per encounter, take Comrades in Arms action and make a \hard{} Discipline check. If successful, the character plus one ally per \success{} within medium range gains +1 defense for the remainder of the encounter.}{true}{}{}
  },%
  {comrades in arms - improved}:{
    \swtalent{Improved Comrades in Arms}{Spend \advantage{}\advantage{}\advantage{} or \triumph{} from Comrades in Arms check to also gain +1 soak or give one affected ally +1 soak.}{}{}{}
  },%
  {conditioned}:{
    \swtalent{Conditioned}{Remove \setback{} per rank of Con ditioned from Athletics and Coordination checks. Re duce the damage and strain suffered from falling by 1 per rank of Conditioned.}{}{}{true}
  },%
  {confidence}:{
    \swtalent{Confidence}{May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.}{}{}{true}
  },%
  {confidence - improved}:{
    \swtalent{Improved Confidence}{May spend \triumph{} on fear checks to give allies in short range additional \success{} on the same fear check.}{}{}{}
  },%
  {congenial}:{
    \swtalent{Congenial}{May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks in Congenial.}{true}{}{true}
  },%
  {consider our options}:{
    \swtalent{Consider Our Options}{Take the Consider Our Options action: make a \hard{} Negotiation check. Until the character's next turn, a character who attacks them first suffers 2 strain, plus 1 strain per \success{}\success{} on the character's check.}{true}{}{}
  },%
  {consider our options - improved}:{
    \swtalent{Improved Consider Our Options}{Allies within short range may also benefit from Consider Our Options.}{true}{}{}
  },%
  {constant vigilance}:{
    \swtalent{Constant Vigilance}{May always use Vigilance when making checks to determine initiative.}{}{}{}
  },%
  {contingency plan}:{
    \swtalent{Contingency Plan}{Spend 1 Destiny Point to recover strain equal to Cunning rating.}{true}{}{}
  },%
  {contraption}:{
    \swtalent{Contraption}{Once per session, take Contraption action; make a \hard{} Mechanics check to fashion a device to solve a current problem using just the tools and parts on hand.}{true}{}{}
  },%
  {convincing demeanor}:{
    \swtalent{Convincing Demeanor}{Remove \setback{} per rank of Convincing Demeanor from Deception or Skulduggery checks.}{}{}{true}
  },%
  {coordinated assault}:{
    \swtalent{Coordinated Assault}{Take the Coordinated Assault maneuver: a number of engaged allies equal to Leadership ranks add \advantage{} to combat checks until beginning of next turn. Range increases per additional rank of Coordinated Assault.}{true}{}{true}
  },%
  {counterstrike}:{
    \swtalent{Counterstrike}{When an attack misses the character and generates \despair{} or \threat{}\threat{} may upgrade next Lightsaber (Cunning) check against attacker during enounter once.}{}{true}{}
  },%
  {coven}:{
    \swtalent{Coven}{May take the Coven maneuver. On the character's next Force power check, they may reroll one \force{} for each ally with Coven within short range.}{true}{true}{}
  },%
  {creative killer}:{
    \swtalent{Creative Killer}{Reduce the crit rating of improvised weapons by 2 (to a minimum of 1).}{}{}{}
  },%
  {crippling blow}:{
    \swtalent{Crippling Blow}{Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever they move for the remainder of the encounter.}{true}{}{}
  },%
  {cruel commander}:{
    \swtalent{Cruel Commander}{May use ranks in Coercion to upgrade Mass Combat checks instead of ranks in Leadership.}{}{}{}
  },%
  {cunning persona}:{
    \swtalent{Cunning Persona}{The character may suffer 2 strain to make a Charm check with Cunning instead of Presence.}{true}{}{}
  },%
  {cutting question}:{
    \swtalent{Cutting Question}{Once per encounter, when making a Coercion skill check, the character may use Deception skill instead.}{true}{}{}
  },%
  {dead to rights}:{
    \swtalent{Dead to Rights}{Spend 1 Destiny Point to add additional damage equal to half Agility (rounded up) to one hit of successful attack made with ship or vehicle-mounted weaponry}{true}{}{}
  },%
  {dead to rights - improved}:{
    \swtalent{Improved Dead to Rights}{Spend 1 Destiny Point to add additional damage equal to Agility (rounded up) to one hit of successful attack made with ship or vehicle-mounted weaponry}{true}{}{}
  },%
  {deadly accuracy}:{
    \swtalent{Deadly Accuracy}{When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill}{}{}{}
  },%
  {death from above}:{
    \swtalent{Death From Above}{Once per encounter, inflict 1 system strain on jetpack and make a \hard{} Piloting check. For each \success, one adversary in short range is knocked prone. May spend \triumph{} to stagger one affected target.}{true}{}{}
  },%
  {debilitating shot}:{
    \swtalent{Debilitating Shot}{Upon a successful attack with a starship or vehicle weapon, may spend \advantage{}\advantage{} to reduce the maximum speed of the target by 1 until the end of the next round.}{true}{}{}
  },%
  {dedication}:{
    \swtalent{Dedication}{Gain +1 to a single characteristic. This cannot bring a characteristic above 6.}{}{}{true}
  },%
  {defensive circle}:{
    \swtalent{Defensive Circle}{May take the Defensive Circle action, making a \hard{} Lightsaber (Intellect) check. The character, plus one ally within short range per \success{} gains X defense until the beginning of next turn. X equals 1, plus 1 per \advantage{}\advantage{}.}{true}{true}{}
  },%
  {defensive driving}:{
    \swtalent{Defensive Driving}{Increase defense of vehicle or starship being piloted by 1 per rank of Defensive Driving}{}{}{true}
  },%
  {defensive slicing}:{
    \swtalent{Defensive Slicing}{When defending computer systems, add \setback{} per rank of Defensive Slicing to opponents' checks.}{}{}{true}
  },%
  {defensive slicing - improved}:{
    \swtalent{Improved Defensive Slicing}{Defensive Slicing now upgrades opponents' difficulty once per rank of Defensive Slicing; this replaces the usual benefits}{}{}{}
  },%
  {defensive stance}:{
    \swtalent{Defensive Stance}{Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Defensive Stance.}{true}{}{true}
  },%
  {defensive training}:{
    \swtalent{Defensive Training}{When wielding a Light saber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training}{}{}{true}
  },%
  {diplomatic immunity}:{
    \swtalent{Diplomatic Immunity}{As an out-of-turn incidental, the character spends one Destiny Point and adversaries cannot choose them as the target of a combat check until the end of their next turn.}{true}{}{}
  },%
  {disciple of lore}:{
    \swtalent{Disciple of Lore}{Once per round, may suffer 1 strain to decrease the difficulty of next Knowledge (Lore) check a number of times equal to ranks in Disciple of Lore.}{true}{}{true}
  },%
  {disciplined soul}:{
    \swtalent{Disciplined Soul}{Spend one Destiny Point after making a Discipline check to spend a number of \threat{} not exceeding ranks in Knowledge (Lore) as \advantage{}.}{true}{}{}
  },%
  {discredit}:{
    \swtalent{Discredit}{Once per encounter, take the Discredit action; make a \hard{} Deception check to upgrade the difficulty of one character's social checks once, plus once for every \advantage{}\advantage{} until end of the encounter.}{plus}{}{}
  },%
  {disorient}:{
    \swtalent{Disorient}{After hitting with combat check, may spend \advantage{}\advantage{} to disorient target for number of rounds equal to ranks in Disorient}{}{}{true}
  },%
  {disorienting strike}:{
    \swtalent{Disorienting Strike}{After failing a Lightsaber combat check, may spend \advantage{}\advantage{} or \triumph{} to disorient opponent for three rounds.}{}{}{}
  },%
  {disruptive strike}:{
    \swtalent{Disruptive Strike}{Perform Disruptive Strike action; make a Lightsaber (Cunning) combat check, adding \force{} no greater than Force rating. Spend \forcepoint{} to add \failure{} to the next combat check the target makes.}{true}{true}{}
  },%
  {djem so deflection}:{
    \swtalent{Djem So Deflection}{After using Reflect, may spend 1 Destiny Point to perform Move maneuver as out-of-turn incidental to close distance with or engage opponent.}{true}{true}{}
  },%
  {dodge}:{
    \swtalent{Dodge}{When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.}{true}{}{true}
  },%
  {double-talk}:{
    \swtalent{Double-talk}{The character may spend \advantage{}\advantage{} or \triumph{} from a successful Charm or Deception check to disorient a number of opponents within short range equal to their Presence for remainder of round and next two rounds.}{}{}{}
  },%
  {draw closer}:{
    \swtalent{Draw Closer}{Perform Draw Closer action; make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding \force{} no greater than Force rating to check. Spend \forcepoint{} to move target one range band closer or to add \success{} to check.}{true}{true}{}
  },%
  {droid commander}:{
    \swtalent{Droid Commander}{Once per encounter, may perform Field Commander as a maneuver instead of an action. All affected allies must be droids.}{true}{}{}
  },%
  {dronance saturation}:{
    \swtalent{Dronance Saturation}{When the character or certain allies activate the blast quality of a planetary scale weapon, all ships or vehicles within close range of th etarget suffer damage equal to the weapon's blast quality.}{}{}{}
  },%
  {duelist's training}:{
    \swtalent{Duelist's Training}{Add \boost{} to Melee and Lightsaber checks when engaged with only one opponent.}{}{}{}
  },%
  {durable}:{
    \swtalent{Durable}{May reduce any Critical Injury suffered by 10 per rank of Durable, to a minimum of 1.}{}{}{true}
  },%
  {dynamic fire}:{
    \swtalent{Dynamic Fire}{When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1.}{true}{}{}
  },%
  {encoded communique}:{
    \swtalent{Encoded Communiqué}{Upgrade the difficulty of checks to decrypt this character's coded messages without the proper cipher a number of times equal to Computers skill.}{}{}{}
  },%
  {encouraging words}:{
    \swtalent{Encouraging Words}{After an ally within short range fails a check, the character may suffer 1 strain to assist that ally's next check this encounter as an out-of-turn incidental.}{true}{}{}
  },%
  {enduring}:{
    \swtalent{Enduring}{Gain + 1 soak value.}{}{}{true}
  },%
  {enduring presence}:{
    \swtalent{Enduring Presence}{Once per session, the character may upgrade a Mass Combat check even if the character is not present or is prevented from communicating with the troops.}{true}{}{}
  },%
  {enhanced leader}:{
    \swtalent{Enhanced Leader}{When making a Leadership check, add \force{} no greater than Force rating. Spend \forcepoint{} to add \success{} or \advantage{} to the result.}{}{true}{}
  },%
  {exceed specifications}:{
    \swtalent{Exceed Specifications}{When making a check using an item, may add \boost{}. The GM may spend \threat{}\threat{} on the check to damage the item one step, or \despair{} to damage it beyond usability.}{true}{}{}
  },%
  {exceed specifications - improved}:{
    \swtalent{Improved Exceed Specifications}{When the character takes the Exceed Specifications incidental, upgrade the ability of the check once instead of the standard effect.}{}{}{}
  },%
  {exceed specifications - supreme}:{
    \swtalent{Supreme Exceed Specifications}{If a check benefitting from Exceed Specifications generates \triumph{}, may damage the item to roll additional \proficiency{} and add it to the check results. If the check generates \despair{}, add \challenge{} to the check results.}{true}{}{}
  },%
  {exemplar of the republic}:{
    \swtalent{Examplar of the Republic}{Add \force{} to mass combat check up to Force rating and spend \forcepoint{} to add \success{} or \advantage{} to the result.}{true}{true}{}
  },%
  {exhaust port}:{
    \swtalent{Exhaust Port}{Before attacking a starship or vehicle, may spend 1 Destiny Point to ignore the effects of the Massive rule for the attack.}{true}{}{}
  },%
  {exhaustive questioning}:{
    \swtalent{Exhaustive Questioning}{Whenever character makes a successful social skill check against a captured enemy within short range, may reduce that enemy's strain threshold by 2 for the remainder of the session and can spend \advantage{} to inflict 1 strain.}{true}{}{}
  },%
  {expert tracker}:{
    \swtalent{Expert Tracker}{Remove \setback{} per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.}{}{}{true}
  },%
  {extended reach}:{
    \swtalent{Extended Reach}{While armed with a two-handed melee weapon, may suffer one strain to make a Melee combat check with that weapon targeting an enemy at up to short range (rather than engaged range).}{true}{}{}
  },%
  {fall back!}:{
    \swtalent{Fall Back!}{While engaged with an opponent, the character may suffer a number of strain up to their Leadership to allow an equal number of allies engaged with that opponent to immediately disengage as an out-of-turn incidental.}{true}{}{}
  },%
  {falling avalanche}:{
    \swtalent{Falling Avalanche}{Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn}{true}{true}{}
  },%
  {familiar suns}:{
    \swtalent{Familiar Suns}{Once per session, may perform a Familiar Suns maneuver; make a \hard{} Knowledge (Outer Rim) or (Core Worlds) check to reveal the current type of plan environment and other useful information}{true}{}{}
  },%
  {fearsome}:{
    \swtalent{Fearsome}{When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome.}{}{}{true}
  },%
  {fearsome rep}:{
    \swtalent{Fearsome Rep}{Add automatic \advantage{} to the results of Coercion checks equal to ranks in Fearsome Rep.}{}{}{true}
  },%
  {feint}:{
    \swtalent{Feint}{Spend \triumph{} or \advantage{}\advantage{}\advantage{} generated on a missed meleeattack to upgrade difficulty of opponent's next attacktargeting character by ranks in Feint.}{}{}{true}
  },%
  {feral strength}:{
    \swtalent{Feral Strength}{Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills.}{}{}{true}
  },%
  {field commander}:{
    \swtalent{field commander}{Take the Field Commander action; make an Average (\difficulty\difficulty) Leadership check  A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.}{true}{}{}
  },%
  {field commander - improved}:{
    \swtalent{field commander}{Field Commander action affects allies equal to double Presence, and may spend \triumph{} to allow allies to suffer 1 strain and perform free action instead.}{}{}{}
  },%
  {fine tuning}:{
    \swtalent{Fine Tuning}{When repairing system strain on a starship or vehicle, repair 1 additional system strain per rank of Fine Tuning.}{}{}{true}
  },%
  {fire control}:{
    \swtalent{Fire Control}{Take the Fire Control action; all combat checks made from the current starship or vehicle count their target's silhouette as one higher than normal until beginning of next turn. Does not stack.}{true}{}{}
  },%
  {fire support}:{
    \swtalent{Fire Support}{After the character makes a successful combat check using a vehicle weapon, the next ally to make a check adds \boost{} equal to ranks of Fire Support.}{}{}{true}
  },%
  {fire when ready}:{
    \swtalent{Fire When Ready}{As an action, make a \hard{} Leadership check. Choose a number of crew equal to Presence, who downgrade the difficulty of their next Gunnery check once, plus once per additional \success{}\success{}}{true}{}{}
  },%
  {first among brothers}:{
    \swtalent{First Among Brothers}{When the character makes a check that does not generate any \threat{}, the check gains \advantage{} equal to ranks in First among brothers. The character may only spend these additional \advantage{} to affect allied clones.}{}{}{true}
  },%
  {flows through all things}:{
    \swtalent{Flows Through All Things}{The character may perform a maneuver to recover strain equal to their Force rating.}{true}{true}{}
  },%
  {for the republic!}:{
    \swtalent{For the Republic!}{When an ally is incapacitated or killed, the character can make a Daunting (\difficulty\difficulty\difficulty\difficulty) Leadership check. If successful, the ally is not defeated until the end of the following round.}{true}{}{}
  },%
  {forager}:{
    \swtalent{Forager}{Remove up to \setback{}\setback{} from skill checks to find food, water, or shelter. Survival checks to forage take half the time.}{}{}{}
  },%
  {force assault}:{
    \swtalent{Force Assault}{Spend \triumph{} or \advantage{}\advantage{}\advantage{} on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as maneuver}{}{true}{}
  },%
  {force of will}:{
    \swtalent{Force of Will}{Once per session, make one skill check using Willpower rather than the characteristic linked to that skill.}{true}{}{}
  },%
  {force protection}:{
    \swtalent{Force Protection}{Perform the Force Protection maneuver; suffer 1 strain and commit \force{} up to ranks of Force Protection. Increase soak by number of \force{} committed until beginning of next turn. Suffer 1 strain every turn \force{} remains committed.}{true}{true}{true}
  },%
  {force rating}:{
    \swtalent{Force Rating}{Gain +1 Force Rating.}{}{true}{true}
  },%
  {forewarning}:{
    \swtalent{Forewarning}{Perform the Forewarning action. All allies within medium range increase defense by character's Force rating until they act in the encounter.}{true}{true}{}
  },%
  {form on me}:{
    \swtalent{Form on Me}{Allies equal to ranks in Leadership in close range gain the benefits of the Gain the Advantage action.}{}{}{}
  },%
  {formation tactics}:{
    \swtalent{Formation Tactics}{Make a \hard{} Leadership check. If successful, choose a number of allies within short range equal to \success{}. Upgrade the difficulty of attacks against these allies once until end of character's next turn.}{true}{}{}
  },%
  {formation tactics - improved}:{
    \swtalent{Improved Formation Tactics}{The difficulty of Formation Tactics is reduced to \average{}. May spend \triumph{} or \advantage{}\advantage{}\advantage{}\advantage{}\advantage{}\advantage{} to have effect last until end of encounter.}{}{}{}
  },%
  {freerunning}:{
    \swtalent{Freerunning}{Suffer 1 strain when making a Move maneuver to move to any location within short range.}{true}{}{}
  },%
  {frenzied attack}:{
    \swtalent{Frenzied Attack}{When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack}{true}{}{true}
  },%
  {full stop}:{
    \swtalent{Full Stop}{When piloting a ship or vehicle, take a Full Stop maneuver to reduce speed to zero and suffer system strain equal to the speed reduced.}{true}{}{}
  },%
  {full throttle}:{
    \swtalent{Full Throttle}{Take a Full Throttle action; make a \hard{} Piloting check to increase a vehicle's top speed by 1 for a number of rounds equal to Cunning.}{true}{}{}
  },%
  {full throttle - improved}:{
    \swtalent{Improved Full Throttle}{Suffer 1 strain to attempt Full Throttle as a maneuver and decrease its difficulty to Average (\difficulty\difficulty)}{true}{}{}
  },%
  {full throttle - supreme}:{
    \swtalent{Supreme Full Throttle}{When performing Full Throttle, top speed increases by 2 instead of 1.}{}{}{}
  },%
  {galaxy mapper}:{
    \swtalent{Galaxy Mapper}{Remove \setback{} per rank of Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time.}{}{}{true}
  },%
  {gearhead}:{
    \swtalent{Gearhead}{Remove \setback{} per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.}{}{}{true}
  },%
  {get the drop}:{
    \swtalent{Get the Drop}{Once per session, the character and any number of allies in the encounter may add \success{} equal to the character's ranks in Stealth to their checks to determine initiative order.}{true}{}{}
  },%
  {good cop}:{
    \swtalent{Good Cop}{May spend \advantage{}\advantage{} from a Charm or Negotiation check to upgrade ability of a single ally's subsequent social interaction check against the target a number of times equal to ranks in Good Cop.}{}{}{true}
  },%
  {greased palms}:{
    \swtalent{Greased Palmes}{Before making a social check, may spend up to 50 credits per rank in Greased Palms to upgrade the ability of the check once for every 50 credits spent.}{true}{}{true}
  },%
  {grit}:{
    \swtalent{Grit}{Gain +1 strain threshold.}{}{}{true}
  },%
  {guardian of the republic}:{
    \swtalent{Guardian of the Republic}{After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round.}{}{true}{}
  },%
  {guns blazing}:{
    \swtalent{Guns Blazing}{As an incidental, suffer 2 strain to avoid increasing the difficulty of a Ranged (Light) check to attack with two weapons.}{true}{}{}
  },%
  {hard headed}:{
    \swtalent{Hard Headed}{When staggered or disoriented, perform the Hard Headed action; make a Daunting (\difficulty\difficulty\difficulty\difficulty) Discipline check to rernove status. Difficulty reduced per rank of Hard Headed.}{true}{}{true}
  },%
  {hard headed - improved}:{
    \swtalent{Improved Hard Headed}{When incapacitated due to strain exceeding threshold, may take a more difficult Hard Headed action to reduce strain to I below threshold.}{true}{}{}
  },%
  {hawk bat swoop}:{
    \swtalent{Hawk Bat Swoop}{Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against target within short range, adding \force{} no greater than Force rating. Spend \forcepoint{} to engage target and spend \forcepoint{} to add \advantage{} to check}{true}{true}{}
  },%
  {healing trance}:{
    \swtalent{Healing Trance}{Commit \force{}. for every full encounter \force{} remains committed, heal 1 wound per rank of Healing Trance.}{true}{true}{true}
  },%
  {healing trance - improved}:{
    \swtalent{Improved Healing Trance}{When healing wounds due to Healing Trance, make a Resilience check to heal a Critical Injury. Difficulty of the check equals severity of the Critical Injury.}{}{true}{}
  },%
  {heightened awareness}:{
    \swtalent{Heightened Awareness}{Allies within short range add \boost to Perception or Vigilance checks. Engaged  add \boost{}\boost{}.}{}{}{}
  },%
  {heroic fortitude}:{
    \swtalent{Heroic Fortitude}{May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter}{true}{}{}
  },%
  {hidden storage}:{
    \swtalent{Hidden Storage}{Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage}{}{}{true}
  },%
  {hidden storage - improved}:{
    \swtalent{Improved Hidden Storage}{The character may use Hidden Storage to store an item within their own suitably modified body.}{}{}{}
  },%
  {high-g training}:{
    \swtalent{High-G Training}{When a starship or vehicle being piloted would suffer system strain, may suffer strain up to ranks in High-G Training to prevent an equal amount of system strain.}{true}{}{true}
  },%
  {hit and run}:{
    \swtalent{Hit and Run}{After the character completes an attack targeting an opponent they are engaged with, they may immediately move to short range using a jetpack.}{true}{}{}
  },%
  {hold together}:{
    \swtalent{Hold Together}{Spend 1 Destiny Point to perform a Hold Together incidental immediately after vehicle or starship takes damage to turn it into system strain}{true}{}{}
  },%
  {hunter}:{
    \swtalent{Hunter}{Add \setback{} per rank of Hunter to all checks when interacting with beasts or animals (including combat checks). Add +10 to Critical Injury results against beasts or animals per rank of Hunter.}{}{}{true}
  },%
  {hyperspace assault}:{
    \swtalent{Hyperspace Assault}{The character may use Astrogation or Knowledge (Warfare) to determine initiative during an encounter in which they are piloting or commanding a starship and may spend \triumph{} from the check to choose the starting location of allies.}{}{}{}
  },%
  {ichor blade}:{
    \swtalent{Ichor Blade}{The character chooses one Melee or Brawl weapon they possess, which gains the Cortosis and Pierce 2 qualities and reduces its critical rating by 1 to a minimum of 1. If the weapon is ever lost or destroyed, the character can apply Ichor Blade to a new weapon.}{}{}{}
  },%
  {ichor blade - improved}:{
    \swtalent{Improved Ichor Blade}{The chosen weapon also gains the Sunder quality and Defensive 1 quality, and increases its damage by 2.}{}{}{}
  },%
  {ichor reserve}:{
    \swtalent{Ichor Reserve}{Once per session as a maneuver, the character may suffer 2 strain to increase Force rating by 1 until the end of the encounter.}{true}{true}{}
  },%
  {ichor transfusion}:{
    \swtalent{Ichor Transfusion}{Once per encounter, the character may perform the Ichor Transfusion maneuver to heal any number of strain by suffering that number of wounds +1. The character may instead heal any number of wounds by suffering that number of strain +1.}{true}{}{}
  },%
  {imbue item}:{
    \swtalent{Imbue Item}{Take the Imbue Item maneuver; suffer 1 strain and commit \force{} to grant one weapon, piece of armor, or item an improvement while \force{} remains committed. Suffer 1 strain every round \force{} remains committed.}{true}{true}{}
  },%
  {in the know}:{
    \swtalent{In the Know}{Remove \setback{} up to ranks in In the Know from checks to get information from people or disseminate news. Minion NPCs do not realize this character's allegiance in interviews.}{}{}{true}
  },%
  {in the know - improved}:{
    \swtalent{Improved In the Know}{Once per session, make an opposed Deception vs Vigilance check with the difficulty downgraded once per rank of In the Know to have a target NPC believe specefic false intelligence.}{true}{}{}
  },%
  {incite distraction}:{
    \swtalent{Incite Distraction}{While in a crowd, may perform the Incite Distraction action to make an \average{} Deception check. If successful, enemies treat the area as difficult terrain. The character may spend \triumph{} to make the location impassable terrain to them instead.}{true}{}{}
  },%
  {incite rebellion}:{
    \swtalent{Incite Rebellion}{Once per session, may take an Incite Rebellion action; make a \hard{} Coercion check to cause a number of being up to ranks in Coercion to become rebellious until the end of the encounter.}{true}{}{}
  },%
  {indistinguishable}:{
    \swtalent{Indistinguishable}{Upgrade difficulty of checks to identify character once per rank of Indistinguishable.}{}{}{true}
  },%
  {indistinguishable - improved}:{
    \swtalent{Improved Indistinguishable}{The character may extend the effects of Indistinguishable to a number of allies within short range equal to ranks in Deception.}{}{}{}
  },%
  {informant}:{
    \swtalent{informant}{Once per session, may reveal a contact who can shed light on a chosen subject.}{true}{}{}
  },%
  {ingrained loyalty}:{
    \swtalent{Ingrained Loyalty}{When the character makes a Leadership check targeting one or more clones, they may change the result of one \challenge{} to any non-blank face.}{true}{}{}
  },%
  {inside knowledge}:{
    \swtalent{Inside Knowledge}{Once per session while in an enemy facility or vessel, may perform the Inside Knowledge action; make a \hard{} Skulduggery check. Character may then find a single personal scale item with a rarity no greater than Cunning plus 2 previously stashed here, or gain a narrative benefit.}{true}{}{}
  },%
  {inside person}:{
    \swtalent{Inside Person}{Once per session the character may spend a Destiny Point to establish they have been undercover in an identified enemy base or large vehicle. For the remainder of the session, add automatic \advantage{}\advantage{} to checks they or their allies make that are associated with that location.}{true}{}{}
  },%
  {insight}:{
    \swtalent{Insight}{Perception and Discipline become career skills.}{}{true}{}
  },%
  {inspiring kill}:{
    \swtalent{Inspiring Kill}{The character may spend 1 Destiny Point to take the Inspiring Kill maneuver after incapacitating or inflicting a Critical Injury. Roll \force{} no greater than Force rating, and spend \forcepoint{} to heal 2 strain from each ally within medium range. Take 1 conflict at the beginning of each session.}{true}{true}{}
  },%
  {inspiring leadership}:{
    \swtalent{Inspiring Leadership}{Take the Inspiring Leadership action by making an \average{} Leadership check. If successful, a number of allies not exceeding their rating in Presence within short range add automatic \success{} to their next skill check.}{true}{}{}
  },%
  {inspiring rhetoric}:{
    \swtalent{Inspiring Rhetoric}{Take the Inspiring Rhetoric action; make an Average (\difficulty\difficulty) Leadership check. Each \success{} causes 1 ally in close range to recover 1 strain. Spend \advantage{} to cause 1 affected ally to recover 1 additional strain.}{true}{}{}
  },%
  {inspiring rhetoric - improved}:{
    \swtalent{Improved Inspiring Rhetoric}{Each ally affected by Inspiring Rhetoric gains \boost{} on all skill checks for a number of rounds equal to ranks in Leadership}{}{}{}
  },%
  {inspiring rhetoric - supreme}:{
    \swtalent{Supreme Inspiring Rhetoric}{Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.}{true}{}{}
  },%
  {intense focus}:{
    \swtalent{Intense Focus}{Perform an Intense Focus maneuver: suffer 1 strain and upgrade the ability of the next skill check once.}{true}{}{}
  },%
  {intense presence}:{
    \swtalent{Intense Presence}{Spend 1 Destiny Point to recover strain equal to Presence rating}{true}{}{}
  },%
  {interjection}:{
    \swtalent{Interjection}{After another character makes a social check, suffer 3 strain to take an Interjection incidental; make an \average{} Vigilance check to add \success{} or \failure{} equal to \success{}, and \advantage{} or \threat{} equal to \advantage{} to the check.}{true}{}{}
  },%
  {intimidating}:{
    \swtalent{Intimidating}{May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.}{true}{}{true}
  },%
  {intuitive evasion}:{
    \swtalent{Intuitive Evasion}{Perform the Intuitive Evasion maneuver; suffer 1 strain and commit \force{} up to ranks of Intuitive Evasion. Upgrade difficulty of combat checks targeting starship or vehicle by equal amount. Suffer 1 strain every round \force{} remains committed.}{true}{true}{true}
  },%
  {intuitive improvements}:{
    \swtalent{Intuitive Improvements}{When making check to craft or repair item, may add \force{} no greater than Force rating to the check. May spend \forcepoint{}\forcepoint{} to increase hard points by 1, to max of +2.}{}{true}{}
  },%
  {intuitive shot}:{
    \swtalent{Intuitive Shot}{When making a Ranged (Heavy) or Ranged (Light) combat check, add \force{} no greater than Force rating to the check. May spend \forcepoint{} to add \success{} or \advantage{}.}{}{true}{}
  },%
  {intuitive strike}:{
    \swtalent{Intuitive Strike}{When making a combat check with a planetary scale weapon, add \force{} no greater than Force rating to the check. May spend \forcepoint{}\forcepoint{} to add \success{} or \advantage{}.}{}{true}{}
  },%
  {inventor}:{
    \swtalent{Inventor}{When constructing new items or modifying attachments, add \boost{} or remove \setback{} per rank of Inventor}{}{}{true}
  },%
  {invigorate}:{
    \swtalent{Invigorate}{Once per encounter, may add \force{} to a check using Brawn or Agility made by an ally in short range. \lightforce{} add \success{} and \darkforce{} add \threat{}.}{true}{true}{}
  },%
  {it's not that bad}:{
    \swtalent{It's Not That Bad}{Once per session when an ally would suffer a Critical Injury, may take an It's Not That Bad action; make a \hard{} Medicine check to stop the ally from gaining the Critical Injury.}{true}{}{}
  },%
  {jetpack expertise}:{
    \swtalent{Jetpack Expertise}{The character may spend \advantage{} from their checks to remove 1 system strain from their jetpack. They may choose this effect multiple times when spending \advantage.}{true}{}{}
  },%
  {jump up}:{
    \swtalent{Jump Up}{Once per round, may stand from seated or prone as an incidental}{true}{}{}
  },%
  {jury rigged}:{
    \swtalent{Jury Rigged}{Choose 1 weapon. armor, or other item and give it a permanent improvement while it remains in use.}{}{}{}
  },%
  {keen eyed}:{
    \swtalent{Keen Eyed}{Remove \setback{} per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.}{}{}{true}
  },%
  {kill with kindness}:{
    \swtalent{Kill with Kindness}{Remove \setback{} per rank of Kill with Kindness from all Charm and Leadership checks.}{}{}{true}
  },%
  {knockdown}:{
    \swtalent{Knockdown}{After hitting with a melee attack, may spend \triumph{} to knock the target prone.}{}{}{}
  },%
  {know-it-all}:{
    \swtalent{Know-It-All}{Once per session, perfectly recall an important fact previously learned as if a Destiny Point had been spent.}{true}{}{}
  },%
  {know somebody}:{
    \swtalent{Know Somebody}{Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.}{true}{}{true}
  },%
  {know the enemy}:{
    \swtalent{Know the Enemy}{The character may use Knowledge (Warfare) skill when making checks to determine initiative.}{}{}{}
  },%
  {know their weakness}:{
    \swtalent{Know Their Weakness}{Once per session, may perform the Know Their Weakness action and choose one target within short range; make a \hard{} Perception check to downgrade the difficulty of social skill checks against target once per rank of Know Their Weakness until the end of the session.}{true}{}{true}
  },%
  {know their weakness - improved}:{
    \swtalent{Improved Know Their Weakness}{The character may extend the effect of Know Their Weakness to a number of enemies within short range equal to their Presence.}{}{}{}
  },%
  {knowledge is power}:{
    \swtalent{Knowledge is Power}{Once per session, when making a check, count Force rating as being equal to ranks in Knowledge (Lore).}{true}{true}{}
  },%
  {knowledge specialization}:{
    \swtalent{Knowledge Specialization}{When acquired, choose 1 Knowledge skill. When making that skill check, may spend \triumph{} result to gain additional successes equal to ranks in Knowledge Specialization.}{true}{}{}
  },%
  {knowledgeable healing}:{
    \swtalent{Knowledgeable Healing}{When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology).}{}{}{}
  },%
  {knowledge is strength}:{
    \swtalent{Knowledge is Strength}{Once per session when making a check, the character may increase their Force rating by their ranks in Knowledge (Warfare).}{true}{true}{}
  },%
  {known programming}:{
    \swtalent{Known Programming}{Once per session, make a \hard{} Vigilance check to upgrade the difficulty of a certain droid model's checks against the character, plus one ally per \success{} after the first, once for the rest of the encounter.}{true}{}{}
  },%
  {known programming - improved}:{
    \swtalent{Improved Known Programming}{Allies affected by Known Programming also upgrade the ability of their checks targeting the chosen droid model once.}{}{}{}
  },%
  {known schematic}:{
    \swtalent{Known Schematic}{Once per session, may perform the Known Schematic maneuver; make a \hard{} Knowledge (Education) check. Success grants familiarity with a building or ship's design.}{true}{}{}
  },%
  {knows the ropes}:{
    \swtalent{Knows the Ropes}{Add \boost{} to checks made to escape from restraints equal to ranks in Knowledge (Underworld). Spend \triumph{} to free all other allies within short range.}{}{}{}
  },%
  {lateral thinking}:{
    \swtalent{Lateral Thinking}{Once per encounter, spend one Destiny Point to force an enemy to reroll a successful check targeting the character. Does not require a Destiny Point if the enemy is a droid.}{true}{}{}
  },%
  {lead from the back}:{
    \swtalent{Lead From the Back}{Once per round, may spend 1 Destiny Point to redirect a successful atack against the character to an allied NPC.}{true}{}{}
  },%
  {lead from the front}:{
    \swtalent{Lead From the Front}{After succeeding on a Leadership check or other check to inspire, lead, or rally an audience, the character may spend 1 Destiny Point to upgrade the ability of the next combat check made by all allies within short range.}{true}{}{}
  },%
  {learning opportunity}:{
    \swtalent{Learning Opportunity}{Once per round, the character may spend \advantage{}\advantage{}\advantage{} from a check they fail to upgrade the ability of their next check once.}{true}{}{}
  },%
  {let's ride}:{
    \swtalent{Let's Ride}{Once per round. may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental}{true}{}{}
  },%
  {lethal blows}:{
    \swtalent{Lethal Blows}{Add + 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents}{}{}{true}
  },%
  {leverage}:{
    \swtalent{Leverage}{The character removes \setback{} per rank of Leverage from their Cool and Negotiation checks.}{}{}{true}
  },%
  {lose them}:{
    \swtalent{Lose Them}{When being followed or chased, the character may perform the Lose Them action and make a \hard{} Stealth check. If successful, add \setback{}\setback{} to checks to follow him for the remainder of the encounter and may spend \triumph{} to indicate their pursuers have lost him completely.}{true}{}{}
  },%
  {made you talk}:{
    \swtalent{Made You Talk}{Once per session, may make an opposed social skill check against a captured enemy character within short range and add \boost{} for every 2 strain inflicted on the target that encounter. If successful, the PCs gain a bonus based on the enemy NPC type.}{true}{}{}
  },%
  {makashi finish}:{
    \swtalent{Makashi Finish}{Take the Makashi Finish ac tion. Perform a Lightsaber (Presence) combat check against engaged target, adding \force{} no greater than Force rating. Spend \forcepoint{} to add +10 to any resulting Critical Injury rolls.}{true}{true}{}
  },%
  {makashi flourish}:{
    \swtalent{Makashi Flourish}{Once per encounter, perform Makashi Flourish action. Make an Average (\difficulty\difficulty\difficulty) Lightsaber (Presence) check. 1 engaged opponent suffers strain equal to \success{} and heal an equal amount of strain.}{true}{true}{}
  },%
  {makashi technique}:{
    \swtalent{Makashi Technique}{When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.}{}{true}{}
  },%
  {master artisan}:{
    \swtalent{Master Artisan}{Once per round, may take the Master Artisan incidental; suffer 2 strain to decrease the difficulty of next Mechanics check by 1, to a minimum of \easy{}}{true}{}{}
  },%
  {master doctor}:{
    \swtalent{Master Doctor}{Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1}{true}{}{}
  },%
  {master driver}:{
    \swtalent{Master Driver}{Once per round when driving a vehicle, may suffer 2 strain to perform any action as a maneuver.}{true}{}{}
  },%
  {master grenadier}:{
    \swtalent{Master Grenadier}{Decrease the cost to activate the Blast quality on any weapon used by 1 to a minimum of 1.}{}{}{}
  },%
  {master leader}:{
    \swtalent{Master Leader}{Once per round, suffer 2 strain to decrease difficulty of next Leadership check by one, to a minimum of \easy{}.}{true}{}{}
  },%
  {master merchant}:{
    \swtalent{Master Merchant}{When buying or selling goods, or paying off or taking Obligation, may suffer 2 strain to sell for 25\% more, buy for 25\% less, pay off 1 more Obli gation, or take 1 less.}{true}{}{}
  },%
  {master of shadows}:{
    \swtalent{Master of Shadows}{Once per round, suffer 2 strain to decrease the difficulty of next Stealth or Skulduggery check by 1.}{true}{}{}
  },%
  {master of the order}:{
    \swtalent{Master of the Order}{The character can spend 2 Destiny Points during a single action.}{true}{true}{}
  },%
  {master pilot}:{
    \swtalent{Master Pilot}{Once per round, when piloting a stership, may suffer 2 strain to perform any action as a maneuver.}{true}{}{}
  },%
  {master slicer}:{
    \swtalent{Master Slicer}{Once per round, may take a Master Slicer incidental to suffer 2 strain and decrease difficulty of Computers or other slicing checks by 1, to a minimum of \easy{}}{true}{}{}
  },%
  {master starhopper}:{
    \swtalent{Master Starhopper}{Once per round, suffer 2 strain to decrease the difficulty of next Astrogation check by 1 to a minimum of \easy{}.}{true}{}{}
  },%
  {mental bond}:{
    \swtalent{Mental Bond}{May perform the Mental Bond action. Commit \force{} While committed, may communicate with bonded animal at long range and see and hear through its senses.}{true}{true}{}
  },%
  {mental fortress}:{
    \swtalent{Mental Fortress}{Spend I Destiny Point to ignore effects of Critical Injuries on Intellect and Cunning checks until end of encounter}{true}{}{}
  },%
  {mental tools}:{
    \swtalent{Mental Tools}{Always count as having the right tools for the job when performing Mechanics checks}{}{true}{}
  },%
  {mission critical}:{
    \swtalent{Mission Critical}{Once per session after rolling a Piloting (Planetary) or Piloting (Space) check but before resolving it, the character may spend a Destiny Point to add \success{} or \advantage{} to the results equal to their ranks in that skill.}{true}{}{}
  },%
  {momentum}:{
    \swtalent{Momentum}{The character deals additional damage with their first hit equal to the number of range bands they moved during the current round.}{}{}{}
  },%
  {most impressive}:{
    \swtalent{Most Impressive}{Spend \triumph{} from any skill check to allow a number of allies not exceeding the character's rating in Presence within short range to add automatic \advantage{} to their next check.}{true}{}{}
  },%
  {multiple opponents}:{
    \swtalent{Multiple Opponents}{Add \boost{} to Lightsaber, Brawl and Melee checks when engaged with multiple opponents.}{}{}{}
  },%
  {natural athlete}:{
    \swtalent{Natural Athlete}{Once per session, may reroll any 1 Coordination or Athletics check.}{true}{}{}
  },%
  {natural blademaster}:{
    \swtalent{Natural Blademaster}{Once per session, may reroll any 1 Lightsaber or Melee check.}{true}{}{}
  },%
  {natural brawler}:{
    \swtalent{Natural Brawler}{Once per session, may reroll any 1 Brawl or Melee check.}{true}{}{}
  },%
  {natural champion}:{
    \swtalent{Natural Champion}{Once per session, may reroll any 1 Lightsaber or Leadership check.}{true}{}{}
  },%
  {natural charmer}:{
    \swtalent{Natural Charmer}{Once per session may re-roll any 1 Charm or Deception check.}{true}{}{}
  },%
  {natural commando}:{
    \swtalent{Natural Commando}{Once per session, may reroll any 1 Ranged (Light) or Stealth check.}{true}{}{}
  },%
  {natural doctor}:{
    \swtalent{Natural Doctor}{Once per session may re-roll any 1 Medicine check.}{true}{}{}
  },%
  {natural driver}:{
    \swtalent{Natural Driver}{Once per session, may reroll any 1 Piloting (Planetary) or Gunnery check.}{true}{}{}
  },%
  {natural enforcer}:{
    \swtalent{Natural Enforcer}{Once per session may re-roll any 1 Coercion or Streetwise check.}{true}{}{}
  },%
  {natural hunter}:{
    \swtalent{Natural Hunter}{Once per session, may reroll any 1 Perception or Vigilance check.}{true}{}{}
  },%
  {natural leader}:{
    \swtalent{Natural Leader}{Once per session, may reroll any 1 Cool or Leadership check.}{true}{}{}
  },%
  {natural marksman}:{
    \swtalent{Natural Marksman}{Once per session, may reroll any 1 Ranged (Light) or Ranged (Heavy) check.}{true}{}{}
  },%
  {natural mystic}:{
    \swtalent{Natural Mystic}{Once per session, may reroll any 1 Force Power check.}{true}{}{}
  },%
  {natural negotiator}:{
    \swtalent{Natural Negotiator}{Once per session, may reroll any 1 Cool or Negotiation check.}{true}{}{}
  },%
  {natural operator}:{
    \swtalent{Natural Operator}{Once per session, may reroll any 1 Piloting (Planetary) or Piloting (Space) check.}{true}{}{}
  },%
  {natural outdoorsman}:{
    \swtalent{Natural Outdoorsman}{Once per session, may reroll any 1 Resilience or Survival check.}{true}{}{}
  },%
  {natural pilot}:{
    \swtalent{Natural Pilot}{Once per session, may reroll any 1 Piloting (Space) or Gunnery check.}{true}{}{}
  },%
  {natural programmer}:{
    \swtalent{Natural Programmer}{Once per session, may reroll any 1 Computers or Astrogation check.}{true}{}{}
  },%
  {natural rogue}:{
    \swtalent{Natural Blademaster}{Once per session, may reroll any 1 Skulduggery or Stealth check.}{true}{}{}
  },%
  {natural scholar}:{
    \swtalent{Natural Scholar}{Once per session, may reroll any 1 Knowledge skill check.}{true}{}{}
  },%
  {natural tinkerer}:{
    \swtalent{Natural Tinkerer}{Once per session, may reroll any 1 Mechanics check.}{true}{}{}
  },%
  {natural trooper}:{
    \swtalent{Natural Trooper}{Once per session, may reroll any 1 Gunnery or Ranged (Heavy) check.}{true}{}{}
  },%
  {niman technique}:{
    \swtalent{Niman Technique}{When making a Lightsaber skill check, the character may use Willpower instead of Brawn}{}{true}{}
  },%
  {nobody's fool}:{
    \swtalent{Nobody's Fool}{May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.}{}{}{true}
  },%
  {nobody's fool - improved}:{
    \swtalent{Improved Nobody's Fool}{May spend \despair{} or \threat{}\threat{} from an incoming Charm, Coercion, or Deception check to inflict strain on the opponent equal to the character's ranks in Nobody's Fool.}{}{}{}
  },%
  {now you see me}:{
    \swtalent{Now You See Me}{Once per session, take Now You See Me action. Make a \hard{} Deception check to make a number of NPCs equal to Cunning within medium range forget about character.}{true}{true}{}
  },%
  {on my order}:{
    \swtalent{On My Order}{As an action, make a \hard{} Leadership check. Choose a number of crew equal to Presence, who downgrade the difficulty of their next Gunnery check once, plus once per additional \success{}\success{}}{true}{}{}
  },%
  {one person's trash}:{
    \swtalent{One Person's Trash}{May make a Perception check in order to locate a particular item at no cost in a location with potential salvage. The difficulty of the check is determined by the item's rarity.}{true}{}{}
  },%
  {one with the universe}:{
    \swtalent{One with the Universe}{Once per session, meditate, then perform One with the Universe action; make Average (\difficulty\difficulty) Astrogation check. If successful, add \lightforce{} to all Force power checks in next encounter. If successful with \threat{}, add \darkforce{} instead.}{true}{true}{}
  },%
  {outdoorsman}:{
    \swtalent{Outdoorsman}{Remove \setback{} per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half}{}{}{true}
  },%
  {outmaneuver}:{
    \swtalent{Outmaneuver}{As an action, make a \hard{} Knowledge (Warfare) check. Choose one ship or vehicle per \success{}. Until the end of the character's next turn, the chosen ships must perform one extra maneuver to move.}{true}{}{}
  },%
  {overwhelm defenses}:{
    \swtalent{Overwhelm Defenses}{Upon unsuccessful attack with a starship or vehicle weapon, may spend \advantage{}\advantage{} per rank of Overwhelm Defenses. Reduce the defense in the targeted zone by 1 for every \advantage{}\advantage{} spent.}{true}{}{true}
  },%
  {overwhelm emotions}:{
    \swtalent{Overwhelm Emotions}{May add \force{} per Force Rating to Charm, Coerce or Deceit checks. \lightforce{} and \darkforce{} add \success{} to some checks and \failure{}}{}{true}{}
  },%
  {parry}:{
    \swtalent{Parry}{When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.}{true}{}{true}
  },%
  {parry - improved}:{
    \swtalent{Improved Parry}{When parrying a hit that generated \despair{} or \threat{}\threat{}\threat{}. may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.}{}{}{}
  },%
  {parry - supreme}:{
    \swtalent{Supreme Parry}{If the user did not make a combat check during their previous turn, may suffer 1 strain to use Parry.}{}{true}{}
  },%
  {persistent targeting}:{
    \swtalent{Persistent Targeting}{After making one or more successful combat checks against a target, add \boost{} to combat checks against that same target for the remainder of the encounter.}{}{}{}
  },%
  {physical training}:{
    \swtalent{Physical Training}{Add \boost{} per rank of Physical Training to Athletics and Resilience checks.}{}{}{true}
  },%
  {physician}:{
    \swtalent{Physician}{When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician}{}{}{true}
  },%
  {pilot training}:{
    \swtalent{Pilot Training}{Piloting (Planetary) and Piloting (Space) become career skills.}{}{}{}
  },%
  {plausible deniability}:{
    \swtalent{Plausible Deniability}{Remove \setback{} per rank of Plausible Deniability from Coercion and Deception checks.}{}{}{true}
  },%
  {plausible deniability - improved}:{
    \swtalent{Improved Plausible Deniability}{Take an Improved Plausible Deniability action; make a \hard{} Coercion check to convince one bystander per rank of Plausible Deniability to depart quietly.}{true}{}{}
  },%
  {point blank}:{
    \swtalent{Point Blank}{Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at close range or engaged}{}{}{true}
  },%
  {positive spin}:{
    \swtalent{Positive Spin}{Whenever any character's Duty would increase, it increases by an additional 1 per rank of Positive Spin}{}{}{true}
  },%
  {positive spin - improved}:{
    \swtalent{Improved Positive Spin}{Once per session, if no PC's Duty triggered, make a \daunting{} Charm check with the difficulty decreased once per rank of Positive Spin to have one PC's Duty trigger.}{}{}{}
  },%
  {powerful ally}:{
    \swtalent{Powerful Ally}{The character may spend a Destiny Point to use the basic version of a Force power they have not purchased or apply the effects of a control upgrade to a power they have purchased.}{true}{true}{}
  },%
  {powerful blast}:{
    \swtalent{Powerful Blast}{Increase Blast damage dealt by explosives, explosive weapons, and grenades by I per rank of Powerful Blast.}{}{}{true}
  },%
  {practiced strategist}:{
    \swtalent{Practiced Strategist}{Once per session, make an opposed Knowledge (Warfare) check against a leader of enemy forces to gain a narrative advantage.}{true}{}{}
  },%
  {precise aim}:{
    \swtalent{Precise Aim}{Once per round, may perform Precise Aim maneuver Suffer a number of strain no greater than ranks in Precise Aim. then reduce target's melee and ranged defense by that number}{true}{}{true}
  },%
  {precision strike}:{
    \swtalent{Precision Strike}{When this character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, may suffer 1 strain to change the result to any \easy{} Critical Injury result.}{true}{}{}
  },%
  {preemptive avoidance}:{
    \swtalent{Preemptive Avoidance}{May spend I Destiny Point to disengage from engaged enemy as an out-of-turn incidental.}{true}{true}{}
  },%
  {preemptive intervention}:{
    \swtalent{Preemptive Intervention}{Immediately after an opponent moves to engage an ally within short range, the character may spend one Destiny Point to engage that opponent as an out-of-turn incidental.}{true}{true}{}
  },%
  {prepare to be boarded!}:{
    \swtalent{Prepare to be Boarded!}{Once per encounter may take Prepare to be Boarded! action and make opposed Coercion vs. Discipline check against enemy ship captain. If successful, the enemy suffers 1 strain per uncancelled \success{} and surrenders ship if they exceed strain threshold. May spend \triumph{} or \advantage{}\advantage{}\advantage{}\advantage{} to inflict strain equal to ranks in Coercion.}{true}{}{}
  },%
  {pressure point}:{
    \swtalent{Pressure Point}{When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks of Medicine (this ignores soak).}{true}{}{}
  },%
  {prey on the weak}:{
    \swtalent{Prey on the Weak}{Add +1 damage to one hit of successful combat checks against disoriented targets per rank of Prey on the Weak.}{}{}{true}
  },%
  {pride and joy}:{
    \swtalent{Pride and Joy}{Choose one starship or vehicle character owns with a silhouette of 4 or higher. It becomes their 'Pride and Joy' vessel. they upgrade the ability of all social skills checks they make while within short range of the vessel once.}{}{}{}
  },%
  {pride and joy - improved}:{
    \swtalent{Improved Pride and Joy}{While inside their Pride and Joy vessel, recover 1 additional strain whenever recovering strain and spend \advantage{} on checks made to recover strain to allow an ally also within the vessel to recover one strain.}{}{}{}
  },%
  {pride and joy - supreme}:{
    \swtalent{Supreme Pride and Joy}{While inside their Pride and Joy vessel, once per session as an incidental, the character may reduce its silhouette by 2 (to a minimum of 0) for the remainder of the round and the following round.}{true}{}{}
  },%
  {prime positions}:{
    \swtalent{Prime Positions}{When this character or an ally in short range takes cover, they both increase their soak against ranged attack by 1 per rank of Prime Positions until they leave that cover.}{}{}{true}
  },%
  {push aside}:{
    \swtalent{Push Aside}{After making a successful Melee, Brawl, or Lightsaber combat check against an engaged foe, may force the foe to move to hsort range in a direction of the opponent's choosing. Spend \triumph{} to cause the opponent to fall prone after moving.}{}{}{}
  },%
  {quick draw}:{
    \swtalent{Quick Draw}{Once per round, draw or holster a weapon or accessible item as an incidental}{true}{}{}
  },%
  {quick fix}:{
    \swtalent{Quick Fix}{Once per session, make one skill check using Agility rather than the characteristic linked to that skill.}{true}{}{}
  },%
  {quick movement}:{
    \swtalent{Quick Movement}{Suffer 2 strain to perform the Quick Movement incidental; add \force{} no greater than Force rating to next check. May spend \forcepoint{}\forcepoint{} to perform one additional Move maneuver after action.}{true}{true}{}
  },%
  {quick strike}:{
    \swtalent{Quick Strike}{Add \boost{} per rank of Quick Strike to combat checks against targets that have not acted yet this encounter}{}{}{true}
  },%
  {rapid fire}:{
    \swtalent{Rapid Fire}{May perform the Rapid Fire incidental. Add the Auto-fire item quality to a ranged (Light) combat check. After resolving the attack, the weapon runs out of ammo.}{true}{}{}
  },%
  {rapid reaction}:{
    \swtalent{Rapid Reaction}{Suffer a number of strain to add an equal number of \success{} to Initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.}{true}{}{true}
  },%
  {rapid recovery}:{
    \swtalent{Rapid Recovery}{When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.}{}{}{true}
  },%
  {ravage}:{
    \swtalent{Ravage}{Once per encounter, the character may suffer 3 strain to add \force{} up to their force rating to a combat check targeting an engaged opponent. The character may spend \forcepoint{} to add \success{} or \advantage{} to the check results. Take 1 conflict at the start of each session.}{true}{true}{}
  },%
  {redundant systems}:{
    \swtalent{Redundant Systems}{Once per session, may take a Redundant Systems action; make an \easy{} Mechanics check to harvest components from a functioning device to repair a broken one without breaking the first device}{true}{}{}
  },%
  {reflect}:{
    \swtalent{Reflect}{When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.}{true}{true}{true}
  },%
  {reflect - improved}:{
    \swtalent{Improved Reflect}{When reflecting a hit that generated \despair{} or \threat{}\threat{}\threat{}, may hit one target in medium range with the same damage as the initial hit, after original attack resolves.}{}{true}{}
  },%
  {reflect - supreme}:{
    \swtalent{Supreme Reflect}{If the user did not make a combat check during previous turn, may suffer 1 strain to use Reflect.}{}{true}{}
  },%
  {renegade form}:{
    \swtalent{Renegade Form}{When the character purchases this talent, they choose one characteristic. They may use this characteristic in place of Brawn when making Lightsaber checks.}{}{true}{}
  },%
  {researcher}:{
    \swtalent{Researcher}{Remove \setback{} per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.}{}{}{true}
  },%
  {researcher - improved}:{
    \swtalent{Improved Researcher}{On a successful Knowledge check, character and allies gain automatic \advantage{} per rank of Researcher on checks to act on those facts until the end of character's next turn.}{}{}{}
  },%
  {resist disarm}:{
    \swtalent{Resist Disarm}{Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.}{true}{}{}
  },%
  {resist questioning}:{
    \swtalent{Resist Questioning}{When targeted by an opposed social skill check, the character may suffer 2 strain to add \setback{} to the check. If the check fails, the character may spend \despair{} to indicate they have provided false information.}{true}{}{}
  },%
  {resist questioning - improved}:{
    \swtalent{Improved Resist Questioning}{When one ally within short range is targeted by an opposed social skill check, the character may perform Resist Questioning to affect this check instead. If the check fails, may spend \despair{} to indicate the ally provided false information to foe.}{}{}{}
  },%
  {resolve}:{
    \swtalent{Resolve}{When a character involuntarily suffers strain, they suffer 1 less strain per rank of Resolve, to a minimum of}{}{}{true}
  },%
  {resource allocation}:{
    \swtalent{Resource Allocation}{At the beginning of a Mass Combat, make a \hard{} Charm or Negotiation check to increase their force's strength by one step for the duration of the encounter. May spend \triumph{} from the check to upgrade the ability of their force's first Mass Combat check.}{true}{}{}
  },%
  {respected delegate}:{
    \swtalent{Respected Delegate}{Downgrade the difficulty of social skill checks mode to interact with government institutions outside of homeworld a number of times equal to ranks in Respected Delegate.}{}{}{true}
  },%
  {respected scholar}:{
    \swtalent{Respected Scholar}{May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.}{}{}{true}
  },%
  {saber swarm}:{
    \swtalent{Saber Swarm}{Perform the Saber Swarm maneuver; suffer 1 strain, to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during check.}{true}{true}{}
  },%
  {saber throw}:{
    \swtalent{Saber Throw}{Perform Saber Throw action, make Lightsaber combat check as ranged attack at target within medium range, adding \force{} no greater than Force rating. Must spend \forcepoint{} and succeed to hit target; spend \forcepoint{} to have weapon return to hand.}{true}{true}{}
  },%
  {sarlacc sweep}:{
    \swtalent{Sarlacc Sweep}{Increase difficulty of Lightsaber check by 1 to perform Sarlacc Sweep action. May spend \advantage{}\advantage{} to hit additional engaged targets.}{true}{true}{}
  },%
  {savvy}:{
    \swtalent{Savvy}{The character adds \boost{} to Charm or Negotiation checks per rank of Savvy.}{}{}{true}
  },%
  {scathing tirade}:{
    \swtalent{Scathing Tirade}{Take a Scathing Tirade action; make an Average (\difficulty\difficulty) Coercion check. Each \success causes one enemy in close range to suffer 1 strain. Spend \advantage{} to cause 1 affected enemy to suffer 1 additional strain.}{true}{}{}
  },%
  {scathing tirade - improved}:{
    \swtalent{Scathing Tirade}{Each enemy affected by Scathing Tirade suffers \setback{} on all skill checks for a number of rounds equal to ranks in Coercion}{}{}{}
  },%
  {scathing tirade - supreme}:{
    \swtalent{Supreme Scathing Tirade}{Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.}{true}{}{}
  },%
  {scrap 'em!}:{
    \swtalent{Scrap 'em!}{On a successful attack, may suffer 2 strain and select allies up to ranks in Leadership, who add \boost{} to attacks against the target until the character's next turn.}{true}{}{}
  },%
  {scrap 'em! - improved}:{
    \swtalent{Improved Scrap 'em!}{Scrap 'em! affects twice the number of allies, and allies add \boost{}\boost{} to combat checks against the target.}{}{}{}
  },%
  {second wind}:{
    \swtalent{Second Wind}{Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.}{true}{}{}
  },%
  {secrets of the force}:{
    \swtalent{Secrets of the Force}{Knowledge (Lore) and Lightsaber become career skills.}{}{}{}
  },%
  {secrets of the jedi}:{
    \swtalent{Secrets of the Jedi}{Lightsaber becomes career skill. they may also decrease the difficulty of checks made to construct or repair lightsaber hilts a number of times equal to half their ranks in Knowledge (Lore) (rounded up), to a minimum of \easy{}}{}{}{}
  },%
  {secrets of the jedi - improved}:{
    \swtalent{Improved Secrets of the Jedi}{Discipline becomes a career skill. Secrets of the jedi may also be used when installing mods on lightsabers.}{}{}{}
  },%
  {seen a lot of things}:{
    \swtalent{Seen a Lot of Things}{Whenever the character fails a Knowledge check, they may spend \advantage{}\advantage{}\advantage{} to roll the check again during their next turn.}{}{}{}
  },%
  {selective detonation}:{
    \swtalent{Selective Detonation}{When using any weapon with the Blast quality, spend \advantage{} to exclude 1 target that would normally be affected by the explosion. May not exceed ranks in Selective Detonation}{true}{}{}
  },%
  {sense advantage}:{
    \swtalent{Sense Advantage}{Once per session, may add \setback{}\setback{} to 1 N PCs skill check.}{true}{true}{}
  },%
  {sense danger}:{
    \swtalent{Sense Danger}{Once per game, remove \setback{}\setback{} from any 1 check.}{true}{true}{}
  },%
  {sense emotions}:{
    \swtalent{Sense Emotions}{Add \boost{} to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.}{}{true}{}
  },%
  {share pain}:{
    \swtalent{Share Pain}{May perform the Share Pain incidental when bonded animal suffers wounds. Reduce wounds suffered to half, then character suffers wounds equal to number reduced.}{true}{true}{}
  },%
  {shien technique}:{
    \swtalent{Shien Technique}{When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn.}{}{true}{}
  },%
  {shortcut}:{
    \swtalent{Shortcut}{During a chase, add \boost{} per rank in Shortcut to any checks made to catch or escape an opponent.}{}{}{true}
  },%
  {shroud}:{
    \swtalent{Shroud}{The character may spend 1 Destiny Point to make him self undetectable via Force powers and make their own powers go unnoticed for the remainder of the encounter}{true}{true}{}
  },%
  {side by side}:{
    \swtalent{Side By Side}{While the character and one or more engaged allies are wielding lightsabers, add \threat{} to all combat checks that target the character or those allies.}{}{true}{}
  },%
  {side step}:{
    \swtalent{Side Step}{Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for this round. Strain suffered this way cannot exceed ranks in Side Step.}{true}{}{}
  },%
  {side step - improved}:{
    \swtalent{Improved Side Step}{When the character performs a Side Step maneuver, until the start of their next turn they may spend \threat{}\threat{}\threat{} or \despair{} from an attackers check to inflict one hit with a ranged weapon they are wielding.}{true}{}{}
  },%
  {sincerest flattery}:{
    \swtalent{Sincerest Flatery}{Once per encounter when the character makes a check using a skill that another character has previously used during the encounter, they add \boost{}\boost{}.}{true}{}{}
  },%
  {situational awareness}:{
    \swtalent{Situational Awareness}{Allies within short range of the vehicle add \boost{} to their Perception and Vigilance checks. Allies within close range add \boost{}\boost{} instead.}{}{}{}
  },%
  {sixth sense}:{
    \swtalent{Sixth Sense}{Gain + 1 ranged defense.}{}{}{}
  },%
  {skilled jockey}:{
    \swtalent{Skilled Jockey}{Remove \setback{} per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks the character attempts.}{}{}{true}
  },%
  {skilled slicer}:{
    \swtalent{Skilled Slicer}{When making a Computers check may spend \triumph{} to make further Computers checks within this system as maneuvers.}{true}{}{}
  },%
  {sleight of hand}:{
    \swtalent{}
  },%
  {sleight of mind}:{
    \swtalent{Sleight of Mind}{Add \boost{} to all Stealth checks unless the opposition is immune to Force powers.}{}{true}{}
  },%
  {slippery minded}:{
    \swtalent{Slippery Minded}{If under the effects of a Force power, perform the Slippery Minded action; make a \hard{} Deception check to immediately end effects of power}{true}{true}{}
  },%
  {smooth talker}:{
    \swtalent{Smooth Talker}{When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend \triumph{} to gain additional \success{} equal to ranks in Smooth Talker.}{true}{}{}
  },%
  {sniper shot}:{
    \swtalent{Sniper Shot}{Before making a non thrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon's range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase}{true}{}{true}
  },%
  {soft spot}:{
    \swtalent{Soft Spot}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.}{true}{}{}
  },%
  {solid repairs}:{
    \swtalent{Solid Repairs}{When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of Solid Repairs.}{}{}{true}
  },%
  {something to prove}:{
    \swtalent{Something to Prove}{Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, the character heals 4 strain.}{true}{}{}
  },%
  {soresu technique}:{
    \swtalent{Soresu Technique}{When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.}{}{true}{}
  },%
  {sorry about the mess}:{
    \swtalent{Sorry About the Mess}{Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter.}{}{}{}
  },%
  {sound investments}:{
    \swtalent{Sound Investments}{At the start of each session, gain 100 credits for each rank of Sound Investments.}{}{}{}
  },%
  {spare clip}:{
    \swtalent{Spare Clip}{Cannot run out of ammo due to \despair{}. Items with Limited Ammo quality run out of ammo as normal.}{}{}{}
  },%
  {speaks binary}:{
    \swtalent{Speaks Binary}{When directing NPC droids, may grant them \boost{} per rank of Speaks Binary on checks.}{}{}{true}
  },%
  {speaks binary - improved}:{
    \swtalent{Improved Speaks Binary}{When directing NPC droids, those droids grant additional \boost{} in addition to other benefits.}{}{}{}
  },%
  {speaks binary - supreme}:{
    \swtalent{Supreme Speaks Binary}{Once per encounter, may perform the Speaks Binary maneuver. A number of NPC droids up to ranks in Speaks Binary may use the character's ranks for 1 skill of the character's choice.}{true}{}{}
  },%
  {stalker}:{
    \swtalent{Stalker}{Add \boost{} per rank of stalker to all Stealth and Coordination checks.}{}{}{true}
  },%
  {stand firm!}:{
    \swtalent{Stand Firm!}{As an action, make a \hard{} Leadership check. Choose one ally per \success{} who increase their wound threshold by the character's Presence until the end of the encounter.}{true}{}{}
  },%
  {stand firm! - improved}:{
    \swtalent{Improved Stand Firm!}{Stand Firm action also increases affected allies' strain threshold by an amount equal to the character's Presence rating.}{}{}{}
  },%
  {steady aim}:{
    \swtalent{Steady Aim}{The character does not lose the benefits of the Aim maneuver if they perform other maneuvers (including moving) or actions. they do lose the benefits of the Aim maneuver if the encounter ends.}{}{}{}
  },%
  {steely nerves}:{
    \swtalent{Steely nerves}{Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.}{true}{}{}
  },%
  {stim application}:{
    \swtalent{Stim Application}{Take the Stim Application Action; make an Average (\difficulty\difficulty) Medicine check. If successful. 1 engaged ally increases 1 characteristic by 1 for the remainder of the encounter and suffers 4 strain.}{true}{}{}
  },%
  {stim application - improved}:{
    \swtalent{Improved Stim Application}{When performing Stim Application Action, may increase difficulty of check to \hard{}, and target only suffers 1 strain.}{true}{}{}
  },%
  {stim application - supreme}:{
    \swtalent{Supreme Stim Application}{When performing the Stim Application Action. spend \triumph{} to increase an additional Characteristic by 1}{}{}{}
  },%
  {stimpack specialization}:{
    \swtalent{Stimpack Specialization}{Stimpacks heal 1 additional wound per rank of Stimpack Specialization.}{}{}{true}
  },%
  {strategic form}:{
    \swtalent{Strategic Form}{May take the Strategic Form action, making a \hard{} Lightsaber (Intellect) check, rolling \force{} no greater than Force rating. If successful, 1 target within short range may only attack character for 1 round. Spend \forcepoint{} to extend effects for 1 target for 1 round.}{true}{true}{}
  },%
  {street smarts}:{
    \swtalent{Street Smarts}{Remove \setback{} per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.}{}{}{true}
  },%
  {stroke of genius}:{
    \swtalent{Stroke of Genius}{Once per session, makeone skill check using Intellect rather than the characteristic linked to that}{true}{}{}
  },%
  {strong arm}:{
    \swtalent{Strong Arm}{Treat thrown weapons as if they had 1 greater range.}{}{}{}
  },%
  {stunning blow}:{
    \swtalent{Stunning Blow}{When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.}{true}{}{}
  },%
  {stunning blow - improved}:{
    \swtalent{Improved Stunning Blow}{When dealing strain damage with Melee or Brawl checks. may spend \triumph{} to stagger target for 1 round per \triumph{}.}{true}{}{}
  },%
  {sum djem}:{
    \swtalent{Sum Djem}{May spend \triumph{} or \advantage{}\advantage{} with successful Lightsaber check to disarm opponent.}{}{true}{}
  },%
  {summon item}:{
    \swtalent{Summon Item}{As a maneuver the character can summon or dismiss a ritually prepared item.}{true}{}{}
  },%
  {superior reflexes}:{
    \swtalent{Superior Reflexes}{Gain +1 melee defense.}{}{}{}
  },%
  {supporting evidence}:{
    \swtalent{Supporting Evidence}{When assisting an ally with a Charm, Deception, Leadership, or Negotiaton check, add automatic \advantage{} per rank of Supporting Evidence.}{}{}{true}
  },%
  {suppressing fire}:{
    \swtalent{Suppressing Fire}{Character and allies in short range may spend \advantage{} on failed combat checks once per round to inflict 1 strain per rank in Suppressing Fire on the target.}{}{}{true}
  },%
  {surgeon}:{
    \swtalent{Surgeon}{When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of surgeon.}{}{}{true}
  },%
  {survivor's instincts}:{
    \swtalent{Survivor's Instincts}{Once per session on when the character suffers a Critical Injury, spend 1 Destiny Point. Then, the attacker must roll two results for the Critical Injury and the player chooses which will apply to their character.}{true}{}{}
  },%
  {swift}:{
    \swtalent{Swift}{Does not suffer usual penalties for moving through difficult terrain.}{}{}{}
  },%
  {tactical advance}:{
    \swtalent{Tactical Advance}{The character may suffer 2 strain to perform the Tactical Advance incidental. Until the end of the character's next turn, the character and allies within short range may leave cover and continue to receive its benefits.}{true}{}{}
  },%
  {tactical advance - improved}:{
    \swtalent{Improved Tactical Advance}{The character may spend \advantage{}\advantage{} from any check they make or \threat{}\threat{} from a combat check targeting them to perform the Tactical Advance incidental (instead of suffering strain).}{True}{}{}
  },%
  {tactical combat training}:{
    \swtalent{Tactical Combat Training}{Melee and Ranged (Heavy) become career skills.}{}{}{}
  },%
  {tactical evasion}:{
    \swtalent{Tactical Evasion}{Upgrade the difficulty of ranged combat checks targeting the character a number of times equal to the number of maneuvers they performed to move during this round.}{}{}{}
  },%
  {tactical planning}:{
    \swtalent{Tactical Planning}{Once per session, the character may substitute a Knowledge (Warfare) skill check for another skill check.}{true}{}{}
  },%
  {targeted blow}:{
    \swtalent{Targeted Blow}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one}{true}{}{}
  },%
  {targeted firepower}:{
    \swtalent{Targeted Firepower}{Once per session may take Targeted Firepower action; identify one enemy target and make a \hard{} Knowledge (Warfare) check. If successful, for the rest of encounter allies within short range of character add \advantage{} to attacks against target equal to \success{} gained in the check.}{true}{}{}
  },%
  {technical aptitude}:{
    \swtalent{Technical Aptitude}{Reduce time needed to complete Computers-relat-ed tasks by 25\% per rank.}{}{}{true}
  },%
  {temple training}:{
    \swtalent{Temple Training}{Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to their ranks in Knowledge (Lore).}{true}{true}{}
  },%
  {terrify}:{
    \swtalent{Terrify}{Take the Terrify action; make a \hard{} Coercion check, adding \force{} no greater than Force rating. Disorient one target within medium range per \success. Spend \advantage{}\advantage{} to extend duration and spend \forcepoint{} to immobilize affected target. Take 1 conflict at the start of each session.}{true}{true}{}
  },%
  {terrify - improved}:{
    \swtalent{Improved Terrify}{Reduce the difficulty of Terrify's check to Average (\difficulty\difficulty) and may spend to stagger an affected target.}{}{true}{}
  },%
  {the force is my ally}:{
    \swtalent{The Force is My Ally}{Once per session, may suffer 2 strain to perform Force power action as maneuver.}{true}{true}{}
  },%
  {there is no try}:{
    \swtalent{There is No Try}{Once per session before an ally rolls the dice for a check, the character may spend 1 Destiny Point to allow the ally to automatically succeed at the check with one \success{} and no other results.}{true}{true}{}
  },%
  {thorough assessment}:{
    \swtalent{Thorough Assessment}{Once per session, take a Thorough Assessment action; make a \hard{} Knowledge check to gain \boost{} equal to \success{} that can be distributed during the encounter.}{true}{}{}
  },%
  {time to go}:{
    \swtalent{Time to Go}{May spend 1 Destiny Point to perform a Move maneuver as an incidental to attempt to move into cover or out of the Blast range of a weapon or explosion.}{true}{}{}
  },%
  {time to go - improved}:{
    \swtalent{Improved Time to Go}{When activating Time to Go, allow 1 engaged ally to also perform an out of turn Move maneuver as an incidental to attempt to move into cover or out of the Blast range of a weapon or explosion.}{true}{}{}
  },%
  {tinkerer}:{
    \swtalent{Tinkerer}{May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once}{}{}{}
  },%
  {to the death}:{
    \swtalent{To the Death}{Once per session, suffer strain up to Willpower and add +10 per strain suffered to critical rolls the character inflicts or suffers until the end of the encounter.}{true}{}{}
  },%
  {touch of fate}:{
    \swtalent{Touch of Fate}{Once per session, add \boost{}\boost{} to any one check.}{true}{true}{}
  },%
  {toughened}:{
    \swtalent{Toughened}{Gain +2 wound threshold.}{}{}{true}
  },%
  {translation error}:{
    \swtalent{Translation Error}{Once per encounter, the character may remove \despair{} from the results of a social skill check they make.}{true}{}{}
  },%
  {tricky target}:{
    \swtalent{Tricky Target}{Count vehicle or starship piloted as having a silhouette I lower when being attacked.}{}{}{}
  },%
  {true aim}:{
    \swtalent{True Aim}{Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.}{true}{}{true}
  },%
  {trust no one}:{
    \swtalent{Trust No One}{When targeted by a social check, may chose to suffer one strain to add automatic \failure{} to the check. If the check fails with \despair{}, the character may immediately perform a maneuver as an out-of-turn incidental.}{true}{}{}
  },%
  {trust the captain}:{
    \swtalent{Trust the Captain}{May take the Trust the Captain action by making a \hard{} Leadership check. If successful, for the rest of the encounter allies within short range increase their ranks in Discipline by an amount equal to ranks in Trust the Captain.}{true}{}{}
  },%
  {twisted words}:{
    \swtalent{Twisted Words}{When an incoming social check generates \threat{}\threat{} or \despair{}, may suffer 1 strain as an incidental to inflict strain equal to ranks in Coercion on speaker.}{true}{}{}
  },%
  {uncanny reactions}:{
    \swtalent{Uncanny Reactions}{Add \boost{} per rank of Uncanny Reactions to all Vigilance checks.}{}{true}{true}
  },%
  {uncanny senses}:{
    \swtalent{Uncanny Senses}{Add \boost{} per rank of Uncanny Reactions to all Perception checks.}{}{true}{true}
  },%
  {unity assault}:{
    \swtalent{Unity Assault}{If a missed combat check generates \triumph{} or \advantage{}\advantage{}\advantage{} may spend to perform Force power targeting allies as a maneuver.}{true}{true}{}
  },%
  {unstoppable}:{
    \swtalent{Unstoppable}{If a Critical Injury roll is 1 or reduced to 1, do not receive the critical injury.}{}{}{}
  },%
  {utility belt}:{
    \swtalent{Utility Belt}{Spend 1 Destiny Point to perform a Utility Belt incidental; produce a previously undocumented item or weapon (with restrictions) from a tool belt or a satchel}{true}{}{}
  },%
  {utility belt - improved}:{
    \swtalent{Improved Utility Belt}{Once per session when the character performs a Utility Belt incidental, they may produce up to five functionally identical items.}{}{}{}
  },%
  {utinni!}:{
    \swtalent{Utinni!}{Remove \setback{} per rank of Utinni! from checks to find and or scavenge items or gear Such checks take half the time.}{}{}{true}
  },%
  {valuable facts}:{
    \swtalent{Valuable Facts}{Once per encounter, per form Valuable Facts action; make an Average (\difficulty\difficulty) Knowledge check If successful, add \triumph{} to one ally's skill check during the encounter.}{true}{}{}
  },%
  {vehicle combat training}:{
    \swtalent{Vehicle Combat Training}{Gunnery and Piloting (Planetary) become career skills.}{}{}{}
  },%
  {well rounded}:{
    \swtalent{Well Rounded}{Choose any 2 skills. They permanently become career skills.}{}{}{}
  },%
  {well-traveled}:{
    \swtalent{Well-traveled}{Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills.}{}{}{}
  },%
  {wheel and deal}:{
    \swtalent{Wheel and Deal}{When selling goods legally, gain 10\% more credits per rank of Wheel and Deal.}{}{}{true}
  },%
  {will of the force}:{
    \swtalent{Will of the Force}{Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point.}{true}{true}{}
  },%
  {witchcraft}:{
    \swtalent{Witchcraft}{The character gains Force rating 1.}{}{}{}
  },%
  {works like a charm}:{
    \swtalent{Works Like a Charm}{Once per session, make one skill check using Presence rather than the characteristic linked to that skill}{true}{}{}
  },%
  {expert handler}:{
    \swtalent{Expert Handler}{Remove \setback{} per rank of Expert Handler from Survival checks made to ride beasts.}{}{}{true}
  },%
  {spur}:{
    \swtalent{Spur}{Take a Spur action; make a \hard{} Survival check to increase a beast's top speed by 1. The beast suffers 2 strain every round it stays spurred.}{true}{}{}
  },%
  {spur - improved}:{
    \swtalent{Improved Spur}{Suffer 1 strain to attempt spur as a maneuver and decrease its difficulty to \average{}.}{true}{}{}
  },%
  {spur - supreme}:{
    \swtalent{Supreme Spur}{When activating and maintaining Spur, the beast only suffers 1 strain instead of 2.}{}{}{}
  },%
  {soothing tone}:{
    \swtalent{Soothing Tone}{Take a Soothing Tone action; make an \average{} Knowledge (Xenology) check to allow a beast to recover strain equal to \success{}.}{true}{}{}
  },%
  {second chances}:{
    \swtalent{Second Chances}{Once per encounter, choose a number of positive dice equal to ranks in Second Chances and reroll them.}{true}{}{true}
  },%
  {koiogran turn}:{
    \swtalent{Koiogran Turn}{When an opponent has gained the advantage on a starship or vehicle being piloted, may perform a Koiogran Turn maneuver to remove the effects.}{true}{}{}
  },%
  {corellian sendoff}:{
    \swtalent{Corellian Sendoff}{Take a Corellian Sendoff action targeting two ships or vehicles at Close range; make a \hard{} Cool check to cause the targets to suffer a minor collision.}{true}{}{}
  },%
  {corellian sendoff - improved}:{
    \swtalent{Improved Corellian Sendoff}{When performing a Corellian Sendoff, the targets suffer a major collision instead.}{}{}{}
  },%
  {showboat}:{
    \swtalent{Showboat}{When making a check in a starship or vehicle, may suffer 2 strain to gain \triumph{} on success or \despair{} on failure.}{}{}{}
  },%
  {larger project}:{
    \swtalent{Larger Project}{Signature Vehicle can have a silhouette 1 larger per rank of Larger Project.}{}{}{true}
  },%
  {fancy paint job}:{
    \swtalent{Fancy Paint Job}{Upgrade all Charm, Deception and Negotiation checks made in the presence of Signature Vehicle once.}{}{}{}
  },%
  {signature vehicle}:{
    \swtalent{Signature Vehicle}{Choose one starship or vehicle as Signature vehicle. Upgrade all Mechanics checks made on that vehicle once.}{}{}{}
  },%
  {overstocked ammo}:{
    \swtalent{Overstocked Ammo}{Increase the value of the Limited Ammo quality of any weapons mounted on Signature Vehicle by 1 per rank of Overstocked Ammo}{}{}{true}
  },%
  {tuned maneuvering thrusters}:{
    \swtalent{Tuned Maneuvering Thrusters}{Increase the handling of Signature Vehicle by 1 per rank of Tuned Maneuvering Thrusters.}{}{}{true}
  },%
  {bolstered armor}:{
    \swtalent{Bolstered Armor}{Increase the armor value of Signature Vahicle by 1 per rank of Bolstered Armor.}{}{}{true}
  },%
  {customized cooling unit}:{
    \swtalent{Customized Cooling Unit}{Increase the system strain threshold of Signature Vehicle by 2 per rank of Customized Cooling Unit.}{}{}{true}
  },%
  {fortified vacuum seal}:{
    \swtalent{Fortified Vacuum Seal}{Increase the hull trauma threshold of Signature Vehicle by 1 per rank of Fortified Vacuum Seal}{}{}{true}
  },%
  {not today}:{
    \swtalent{Not Today}{Once per session, spend a Destiny Point to save Signature Vehicle from destruction.}{true}{}{}
  },%
  {reinforced frame}:{
    \swtalent{Reinforced Frame}{Signature Vehicle gains Massive 1; when making an attack targeting the ship or vehicle, the Critical rating of any weapons used count as 1 higher.}{}{}{}
  },%
  {iron body}:{
    \swtalent{Iron Body}{Remove \setback{} per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (to a minimum of 1).}{}{}{true}
  },%
  {martial grace}:{
    \swtalent{Martial Grace}{Once per round, suffer 2 strain to add damage equal to ranks in Coordination to next Brawl check made this turn.}{true}{}{}
  },%
  {unarmed parry}:{
    \swtalent{Unarmed Parry}{May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1).}{}{}{}
  },%
  {grapple}:{
    \swtalent{Grapple}{Once per round, may perform the Grapple maneuver. Until the beginning of the character's next turn, foes must spend 2 maneuvers to move from engaged to short instead of 1.}{true}{}{}
  },%
  {precision strike - improved}:{
    \swtalent{Improved Precision Strike}{Once per round, when inflicting a Critical Injury with a Brawl or Melee weapon, may suffer 2 strain to change the result to any \average{} Critical Injury.}{true}{}{}
  },%
  {overbalance}:{
    \swtalent{Overbalance}{When a combat check made by an engaged foe generates \despair{} or \threat{}\threat{}\threat{}, may stagger attacker until the end of their next turn.}{}{}{}
  },%
  {mind over matter}:{
    \swtalent{Mind Over Matter}{The character may spend one Destiny Point to recover strain equal to Willpower rating.}{true}{}{}
  },%
  {coordination dodge}:{
    \swtalent{Coordination Dodge}{When targeted by a combat check, may spend 1 Destiny Point to add \failure{} equal to ranks in Coordination.}{true}{}{}
  },%
  {precision strike - supreme}:{
    \swtalent{Supreme Precision Strike}{Once per session, when inflicting a Critical Injury with an unarmed attack, may suffer 3 strain to change the result to any \hard{} Critical Injury.}{}{}{}
  },%
  {planet mapper}:{
    \swtalent{Planet Mapper}{Remove \setback{} per rank of Planet Mapper from Streetwise or Survival checks used for navigation on a world. Such checks also take half normal time.}{}{}{true}
  },%
  {offensive driving}:{
    \swtalent{Offensive Driving}{As a maneuver, suffer system strain up to vehicle's highest defense to upgrade the difficulty of target's next Piloting check that many times.}{true}{}{}
  },%
  {shortcut - improved}:{
    \swtalent{Improved Shortcut}{When engaging in a chase or race, may suffer 2 strain to add \success{} equal to ranks in Shortcut to the check.}{true}{}{}
  },%
  {hindering shot}:{
    \swtalent{Hindering Shot}{Increase the difficulty of next Gunnery check by 1. If check deals damage, target starship or vehicle suffers system strain equal to speed when it moves until the end of the encounter.}{true}{}{}
  },%
  {hard-boiled}:{
    \swtalent{Hard-Boiled}{When recovering strain after an encounter, may spend \advantage{} up to ranks in Hard-Boiled to recover 1 wound per \advantage{} spent.}{}{}{true}
  },%
  {street smarts - improved}:{
    \swtalent{Improved Street Smarts}{Once per session, may take an Improved Street Smarts action; make a \formidable{} Streetwise or Knowledge (Underworld) check to learn one vital clue from the GM. Reduce the difficulty once per rank of Street Smarts.}{true}{}{}
  },%
  {reconstruct the scene}:{
    \swtalent{Reconstruct the Scene}{Perform the Reconstruct the Scene action; make a \hard{} Perception check to identify the physical characteristics of person present at the scene within 24 hours.}{true}{}{}
  },%
  {throwing credits}:{
    \swtalent{Throwing Credits}{At beginning of session, spend 100 credits to ignore strain threshold penalty due to triggered Obligation}{true}{}{}
  },%
  {natural merchant}:{
    \swtalent{Natural Merchant}{Once per session, may re-roll any 1 Streetwise or Negotiation check.}{true}{}{}
  },%
  {unrelenting skeptic}:{
    \swtalent{Unrelenting Skeptic}{When targeted by a Deception check, the character automatically adds \failure{} to the check equal to ranks in Vigilance}{}{}{}
  },%
  {unrelenting skeptic - improved}:{
    \swtalent{Improved Unrelenting Skeptic}{When targeted by a Deception check that fails, may spend 1 Destiny Point to add \despair{} to results.}{true}{}{}
  },%
  {distracting behavior}:{
    \swtalent{Distracting Behavior}{Make a Distracting Behavior maneuver and suffer strain no greater than ranks in Cunning. Until beginning of next turn, equal number of NPCs suffer \threat{} on checks. Range increases with additional ranks.}{true}{}{true}
  },%
  {distracting behavior - improved}:{
    \swtalent{Improved Distracting Behavior}{The Distracting Behavior maneuver inflicts \threat{}\threat{} on NPCs' checks when NPCs target character's allies.}{true}{}{}
  },%
  {deceptive taunt}:{
    \swtalent{Deceptive Taunt}{Once per session, may make Deceptive Taunt action. Make opposed Deception check. If successful, one adversary must attack the chaarcter during adversary's next turn.}{true}{}{}
  },%
  {biggest fan}:{
    \swtalent{Biggest Fan}{Once per session, may take a Biggest Fan action; make a \hard{} Charm check to turn one NPC into the character's biggest fan.}{true}{}{}
  },%
  {calm commander}:{
    \swtalent{Calm Commander}{May use ranks in Cool to upgrade Mass Combat checks instead of ranks in Leadership.}{}{}{}
  },%
  {commanding presence - improved}:{
    \swtalent{Improved Commanding Presence}{Once per session, may take Commanding Presence action; make an opposed Cool vs. Discipline check to force target to leave the encounter.}{true}{}{}
  },%
  {master instructor}:{
    \swtalent{Master Instructor}{Once per round as an out of turn incidental, may suffer 2 strain to allow ally to use character's ranks in Discipline for next Discipline check an ally makes.}{true}{}{}
  },%
  {natural instructor}:{
    \swtalent{Natural Instructor}{Once per session, may re-roll one Discipline or Leadership check.}{true}{}{}
  },%
  {that's how it's done}:{
    \swtalent{That's How It's Done}{May suffer 1 strain on successful skill check to add \advantage{} to the same skill check made by a number of allies equally to Willpower within short range during the next round.}{true}{}{}
  },%
  {well read}:{
    \swtalent{Well Read}{Choose any 3 knowledge skills. They permanently become career skills.}{}{}{}
  },%
  {master strategist}:{
    \swtalent{Master Strategist}{Once per phase, during a mass combat, may suffer 2 strain to decrease difficulty of a Mass Combat check once.}{true}{}{}
  },%
  {ready for anything}:{
    \swtalent{Ready for Anything}{Remove \setback{} per rank of Ready for Anything on Mass Combat checks and Cool or Vigilance checks to determine initiative order.}{}{}{true}
  },%
  {ready for anything - improved}:{
    \swtalent{Improved Ready for Anything}{When making Cool or Vigilance checks to determine Initiative order, may spend \triumph{} to add \success{} equal to ranks in Ready for Anything.}{}{}{}
  },%
  {savvy negotiator}:{
    \swtalent{Savvy Negotiator}{Remove \setback{} per rank of Savvy Negotiator from all from all Negotiation and Streetwise checks.}{}{}{true}
  },%
  {improved sunder}:{
    \swtalent{Improved Sunder}{Each \advantage{} spent to activate a weapon's Sunder quality damages an item two steps, instead of one.}{}{}{}
  },%
  {crucial point}:{
    \swtalent{Crucial Point}{Once per session, the character may introduce to negotiations one potential concession that an opponent will do nearly anything to obtain.}{true}{}{}
  },%
  {savvy negotiator - improved}:{
    \swtalent{Improved Savvy Negotiator}{Make a \hard{} Negotiation check to convince one bystander per rank of Savvy Negotiator to see one of an opponent's points as maliciously unreasonable.}{true}{}{}
  },%
  {aggressive negotiations}:{
    \swtalent{Aggressive Negotiations}{Once per session, perform a \hard{} Lightsaber check to decrease the difficulty of all Negotiaton checks for the rest of the encounter by 2.}{true}{true}{}
  },%
  {go without}:{
    \swtalent{Go Without}{Once per session, the character counts as having the right tools for the job when making a skill check.}{true}{}{}
  },%
  {meditative trance}:{
    \swtalent{Medidative Trance}{When suffocating, the character suffers 1 strain each round instead of 3. When exposed to vacuum, the character suffers 1 wound each round instead of 3.}{}{true}{}
  },%
  {mind bleed}:{
    \swtalent{Mind Bleed}{When attacked, the character may choose to suffer strain no greater than the number of wounds suffered from the attack. If they do so, the attacker then suffers a number of wounds equal to the strain suffered by the character. Take one conflict at the beginning of each session.}{true}{true}{}
  },%
  {iron soul}:{
    \swtalent{Iron Soul}{When carrying items that total 2 encumbrance or less, at the end of each encounter, heal all strain the character is suffering.}{}{}{}
  },%
  {empty soul}:{
    \swtalent{Empty Soul}{If the character is carrying items that total 2 encumbrance or less, add \lightforce{}\darkforce{} to Force power checks.}{}{true}{}
  },%
  {skilled teacher}:{
    \swtalent{Skilled Teacher}{If an ally at short range has lower ranks in a skill than the character, the character may perform a Skilled Teacher incidental to suffer a number of strain no greater than ranks of Skilled Teacher, then add an equal number of \success{} to ally's next check.}{true}{}{true}
  },%
  {now the master}:{
    \swtalent{Now the Master}{Once per session, choose one talent or Force power that any character in the current encounter possesses. Gain that talent or Force power until the end of the encounter.}{true}{true}{}
  },%
  {wise warrior}:{
    \swtalent{Wise Warrior}{When making a combat check, may perform the Wise Warrior incidental; spend 1 Destiny Point and use any characteristic for the check.}{true}{}{}
  },%
  {wise warrior - improved}:{
    \swtalent{Improved Wise Warrior}{When performing the Wise Warrior incidental, one ally at short range may use the same characteristic for the next combat check the ally makes before the end of the character's next turn.}{true}{}{}
  },%
  {once a learner}:{
    \swtalent{Once a Learner}{As an action, suffer 4 strain and let one ally within short range increase the ally's Force rating by an amount equal to the character's Force rating until the end of the round.}{true}{true}{}
  },%
  {design flaw}:{
    \swtalent{Design Flaw}{When making a combat check with a personval scale weapon against a droid, may add \advantage{} equal to ranks of Design Flaw.}{true}{}{true}
  },%
  {combat programming}:{
    \swtalent{Combat Programming}{Once per encounter make a \hard{} Computers check while repairing or working on a droid. For the remainder of the encounter, the droid gains 1 rank in two different combat skills.}{true}{}{}
  },%
  {repair patch specialization}:{
    \swtalent{Repair Patch Specialization}{Whenever using an emergency repair patch, the target heals an additional wound per rank of Repair Patch Specialization.}{}{}{true}
  },%
  {machine mender}:{
    \swtalent{Machine Mender}{When making a Mechanics check to help a character heal wounds, target heals 1 additional wound per rank of Machine Mender.}{}{}{true}
  },%
  {desperate repairs}:{
    \swtalent{Desperate Repairs}{Once per session may make a \hard{} Mechanics check on one engaged allied draid. If successful, the droid becomes immobilized and staggered for 1 round, then heals all strain and one Critical Injury with a severity rating no greater than \hard{}.}{true}{}{}
  },%
  {reroute processors}:{
    \swtalent{Reroute Processors}{Once per encounter, may take a Reroute Processors action; make an \average{} Computers check to reduce one of a droid's characteristics by 1 and increase another of its characteristics by 1.}{true}{}{}
  },%
  {construction specialist}:{
    \swtalent{Construction Specialist}{Remove \setback{} equal to ranks in Construction Specialist from checks to construct defenses, positions, fortifications, and similar projects.}{}{}{true}
  },%
  {improvised defenses}:{
    \swtalent{Improvised Defenses}{May make an \average{} Survival check to fashion small defenses, providing cover for up to 4 characters for the rest of the encounter.}{true}{}{}
  },%
  {improvised detonation}:{
    \swtalent{Improvised Detonation}{Once per session, make a \hard{} Mechanics check to perform the Improvised Detonation action and build an explosive device, dealing damage equal to ranks in Intellect + ranks in Mechanics + \success{}.}{true}{}{}
  },%
  {weak foundation}:{
    \swtalent{Weak Foundation}{Once per session may take the Weak Foundation action; make a \hard{} Knowledge (Warfare) check. If successful, for the remainder of the encounter the character and all allies add automatic \advantage{}\advantage{} or \success{} to all combat checks made targeting the identified fixed structure.}{true}{}{}
  },%
  {improvised position}:{
    \swtalent{Improvised Position}{The character may make a \hard{} Mechanics check to construct a secure position. This provides cover for the group and its vehicles.}{true}{}{}
  },%
  {master demolitionist}:{
    \swtalent{Master Demolitionist}{When resolving an attack from a personal explosive or ordnance weapon, may spend \advantage{} or \triumph{} to have the weapon's Blast quality act at short range, or medium if it already acts at short.}{true}{}{}
  },%
  {dockyard expertise}:{
    \swtalent{Dockyard Expertise}{May make an \average{} Knowledge (Education) check when at a space dock. If successful, the cost and time for repairs is reduced by 25\% per rank of Dockyard Expertise}{true}{}{true}
  },%
  {eye for detail}:{
    \swtalent{Eye for Detail}{After making a Mechanics or Computers check, may suffer strain up to ranks in Eye for Detail to convert that many \success{} to \advantage{}.}{true}{}{true}
  },%
  {creative design}:{
    \swtalent{Creative Design}{As part of resolving a successful crafting check, the character may also apply a result equivalent to spending a number of \advantage{} equal to their ranks in Creative Design. The GM may then apply a result equivalent to spending the same number of \threat{}.}{}{}{true}
  },%
  {smart handling}:{
    \swtalent{Smart Handling}{Once per session, take the Smart Handling action; making a \hard{} Knowledge (Education) check. Until start of the next round the ship's handling increases by 2 plus an amount equal to \advantage{} scored on the check to a maximum handling of +4.}{true}{}{}
  },%
  {push the specs}:{
    \swtalent{Push the Specs}{Perform the Push the Specs action when in a starship or vehicle, making an \average{} Knowledge (Education) check. With success, the ship's top speed increases by 1 for a number of rounds equal to the character's Intellect.}{true}{}{}
  },%
  {pin}:{
    \swtalent{Pin}{take Pin action; make an Opposed Athletics check to immobilize an engaged opponent until the end of the character's next turn. Spend \triumph{} to extend duration one round.}{true}{}{}
  },%
  {museum worthy}:{
    \swtalent{Museum Worthy}{Once per session, take Museum Worthy action; make a \hard{} Knowledge (Education) check to ascertain information regarding a relic, ruin, or piece of history.}{true}{}{}
  },%
  {hunter's quarry}:{
    \swtalent{Hunter's Quarry}{Take Hunter's Quarry action; make a \hard{} Survival check to upgrade the ability of all attacks made against a target at long range until the end of the character's next turn.}{true}{}{}
  },%
  {bring it down}:{
    \swtalent{Bring it Down}{Once per attack, spend 1 Destiny Point to add damage to a single hit equal to target's Brawn value.}{true}{}{}
  },%
  {hunter's quarry - improved}:{
    \swtalent{Improved Hunter's Quarry}{Suffer 2 strain to perform Hunter's Quarry action as a maneuver.}{true}{}{}
  },%
  {armor master - supreme}:{
    \swtalent{Supreme Armor Master}{Once per round, may suffer 3 strain to take the Armor Master incidental: reduce the next Critical Injury suffered by 10 per point of soak, to a minimum of 1.}{true}{}{}
  },%
  {reinforce item}:{
    \swtalent{Reinforce Item}{Take the Reinforce Item maneuver: commit \force{}\force{} to grant one weapon or piece of armor the Cortosis quality while \force{}\force{} remains committed. Suffer 3 strain every round \force{}\force{} remain committed.}{true}{true}{}
  },%
  {no escape}:{
    \swtalent{No Escape}{May spend \advantage{}\advantage{} from a Coercion check or \threat{}\threat{} from a foe's Discipline check; that target cannot perform a free maneuver during their next turn.}{}{true}{}
  },%
  {baleful gaze}:{
    \swtalent{Baleful Gaze}{When targeted by combat check from within medium range, may spend a Destiny Point to upgrade the difficulty of the check a number of times equal to ranks in Coercion. Take 1 conflict at the beginning of each session.}{true}{true}{}
  },%
  {prescient shot}:{
    \swtalent{Prescient Shot}{Add \boost{} to all Ranged (Light) checks unless the target is immune to Force Powers.}{}{true}{}
  },%
  {blind spot}:{
    \swtalent{Blind Spot}{This character and allies within short range add \advantage{} to combat checks while benefitting from cover.}{}{}{}
  },%
  {prophetic aim}:{
    \swtalent{Prophetic Aim}{While benefitting from an Aim maneuver, \despair{} from this character's Ranged (Heavy) and Ranged (Light) checks cannot cause attacks to hit allies engaged with the target.}{}{true}{}
  },%
  {talk the talk}:{
    \swtalent{Talk the Talk}{When making a Knowledge skill check, the character may spend 1 Destiny Point to substitute Knowledge (Underworld) or Streetwise for the required skill.}{true}{}{}
  },%
  {loom}:{
    \swtalent{Loom}{When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds \advantage{} per rank in Coercion to the ally's check.}{}{}{}
  },%
  {walk the walk}:{
    \swtalent{Walk the Walk}{The character may spend 1 Destiny Point to add damage equal to their ranks in Streetwise to one hit of a successful Brawl check.}{true}{}{}
  },%
  {steady nerves}:{
    \swtalent{Steady Nerves}{Remove \setback{} per rank of Steady Nerves from Cool or Skulduggery checks.}{}{}{true}
  },%
  {improvised detonation - improved}:{
    \swtalent{Improved Improvised Detonation}{Reduce the difficulty of Improvised Detonation's check to \average{} and increase damage to twice ranks in Mechanics.}{true}{}{}
  },%
  {burly}:{
    \swtalent{Burly}{Reduce any wielded weapon's Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1.}{}{}{true}
  },%
  {rain of death}:{
    \swtalent{Rain of Death}{Perform the Rain of Death maneuver to ignore the increased difficulty due to the Auto-fire quality of attacks made this turn.}{true}{}{}
  },%
  {heroic resilience}:{
    \swtalent{Heroic Resilience}{Immediately after being hit by an attack but before suffering damage, spend 1 Destiny Point to increase soak by ranks in Resilience.}{true}{}{}
  },%
  {heavy hitter}:{
    \swtalent{Heavy Hitter}{Once per session, spend \triumph{} on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1.}{true}{}{}
  },%
  {alchemical arts}:{
    \swtalent{Alchemical Arts}{After making a check to craft a potion or talisman, may suffer strain up to twice ranks in Alchemical Arts. For every two strain, add \lightforce{} or \darkforce{} to results.}{true}{true}{true}
  },%
  {blooded - improved}:{
    \swtalent{Improved Blooded}{As an action, make a \hard{} Resilience check to immediately recover from all poisons and side-effects of drugs. Reduce difficulty once per rank of Blooded.}{true}{}{}
  },%
  {transmogrify}:{
    \swtalent{Transmogrify}{When making a crafting check, may add \force{} no greater than Force Rating. Spend \forcepoint{} to add \success{} and spend \forcepoint{}\forcepoint{} to add \advantage{} to check.}{true}{true}{}
  },%
  {identify ingredients}:{
    \swtalent{Identify Ingredients}{After being exposed to a substance, as an out of turn incidental, may roll \force{} no greater than Force Rating. Spend \forcepoint{}\forcepoint{} to immediately identify its composition and effects.}{true}{true}{}
  },%
  {improvised concoction}:{
    \swtalent{Improvised Concoction}{Once per session, as an action, make a \hard{} Knowledge (Xenology) check, adding \force{} no greater than Force Rating to create 1 dose of a poison or drug with rarity of Intellect + \success{} + \forcepoint{} spent or lower.}{}{}{}
  },%
  {channel agony}:{
    \swtalent{Channel Agony}{After rolling \force{}, may suffer wounds up to twice ranks in Channel Agony to add automatic \darkforce{} for every two wounds suffered to the results. Take 1 conflict for each rank in Channel Agony at the start of each session.}{true}{true}{true}
  },%
  {secret lore}:{
    \swtalent{Secret Lore}{Remove \setback{} per rank of Secret Lore from all Knowledge (Lore) checks. Reduce the difficulty of all Knowledge (Lore) checks by 1.}{}{}{true}
  },%
  {power of darkness}:{
    \swtalent{Power of Darkness}{Once per session, may perform the Power of Darkness maneuver. Increase wound threshold and strain threshold by 1 per Dark Side Destiny Point currently in the Destiny pool until the end of the encounter. Take 1 conflict at the start of each session.}{true}{true}{}
  },%
  {overwhelming aura}:{
    \swtalent{Overwhelming Aura}{Commit \force{}. Add \advantage{} to social checks equal to \force{} committed. Add \threat{} equal to \force{} committed to enemy social checks in short range.}{true}{true}{true}
  },%
  {overwhelming aura - improved}:{
    \swtalent{Improved Overwhelming Aura}{Characters affected by Overwhelming Aura add automatic \failure{} to fear checks the character causes and automatic \success{} to fear checks not caused by the character. Take 1 conflict at the start of each session.}{}{true}{}
  },%
  {font of power}:{
    \swtalent{Font of Power}{Once per session, may take the Font of Power action. Until the end of the encounter, character within medium range add automatic \lightforce{} or \darkforce{} to checks based on alignment.}{true}{true}{}
  },%
  {terrifying kill}:{
    \swtalent{Terrifying Kill}{The character may spend 1 Destiny Point to take the Terrifying Kill maneuver after incapacitating or inflicting a Critical Injury. Roll \force{} no greater than Force Rating and spend \forcepoint{} to inflict 1 strain on each character within short range of target. Take 1 conflict at the start of each session.}{true}{true}{}
  },%
  {marked for death}:{
    \swtalent{Marked for Death}{Take the Marked for Death maneuver, committing \force{}. Add \advantage{}\advantage{} to combat checks against target while \force{} remains committed, but cannot use the this talent talent again until the original target is incapacitated, or the session ends.}{true}{true}{}
  },%
  {deathblow}:{
    \swtalent{Deathblow}{After making a successful attack with a non starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to their Willpower to one hit of the successful attack.}{}{}{}
  },%
  {essential kill}:{
    \swtalent{Essential Kill}{When making a non-gunnery combat check, the character may add a Force dice no greater than their Force rating to the check. The character may spend \forcepoint{} to add \advantage{}, or \forcepoint{}\forcepoint{}\forcepoint{} to add a \triumph{} result (character's choice), to the result.}{}{true}{}
  },%
  {one with nature}:{
    \swtalent{One with Nature}{When in the wilderness, the character may make a \simple{} Survival check instead of Discipline or Cool to recover strain at the end of an encounter.}{}{}{}
  },%
  {menace}:{
    \swtalent{Menace}{Enemy within short range of the character's bonded animal adds \setback{} to next Combat checks made against the character.}{true}{}{}
  },%
  {survival of the fittest}:{
    \swtalent{Survival of the Fittest}{Once per session, when making a single check, the character may treat their Force Rating as being equal to ranks in Survival.}{true}{true}{}
  },%
  {animal bond - improved}:{
    \swtalent{Improved Animal Bond}{When spending a maneuver to direct a bonded animal, the character may suffer 1 strain to add \boost{} to the animal's next check.}{true}{true}{}
  },%
  {harass}:{
    \swtalent{Harass}{Whenever the character's bonded animal makes a successful combat check against a target, it may forgo inflicting damage to upgrade the difficulty of the target's next check once instead.}{true}{true}{}
  },%
  {force connection}:{
    \swtalent{Force Connection}{When the character performs a Survival or Knowledge (Xenology) skill check, they may roll \force{} no greater than their Force Rating. The character may spend \forcepoint{} to add \success{} or \advantage{} (character's choice) to the result.}{}{true}{}
  },%
  {studious plotting}:{
    \swtalent{Studious Plotting}{When making a Streetwise or Survival skill check to navigate on a world, the character may use Intellect instead of Cunning.}{}{}{}
  },%
  {holistic navigation}:{
    \swtalent{Holistic Navigation}{When making an Astrogation skill check, the character may spend one Destiny Point to remove \despair{}, or to remove \threat{} equal to their ranks in Perception.}{true}{true}{}
  },%
  {intuitive navigation}:{
    \swtalent{Intuitive Navigation}{When performing an Astrogation or Knowledge (Outer Rim) skill check, the character may roll \force{} no greater than their Force Rating. The character may spend \forcepoint{} to add \success{} or \advantage{} (character's choice) to the result.}{}{true}{}
  },%
  {sense the scene}:{
    \swtalent{Sense the Scene}{Perform the Sense the Scene action; make a \hard{} Perception check and add \force{} no greater than Force Rating. If successful, spend \forcepoint{} to identify the emotional characteristics of one person involved in the crime.}{true}{true}{}
  },%
  {freerunning - improved}:{
    \swtalent{Improved Freerunning}{Suffer 4 strain when making a move maneuver to move to any location within medium range.}{true}{}{}
  },%
  {better luck next time}:{
    \swtalent{Better Luck Next Time}{Take a Better Luck Next Time action; make a \hard{} Cool check to force a competitor to suffer a major misfortune.}{true}{}{}
  },%
  {superhuman reflexes}:{
    \swtalent{Superhuman Reflexes}{Once per session, after generating \despair{} on a Piloting check, cancel the \despair{} and add \success{} equal to ranks in Cool.}{true}{true}{}
  },%
  {saber throw - improved}:{
    \swtalent{Improved Saber Throw}{When performing the Saber Throw action, may increase the range to long range. When attacking a target at long range, spend \forcepoint{}\forcepoint{} to have weapon return to hand.}{}{true}{}
  },%
  {impossible fall}:{
    \swtalent{Impossible Fall}{once per session, perform Impossible Fall incidental when falling; make Force Power check and spned \forcepoint{}\forcepoint{} to decrease fall by one range band and lang somewhere safe. Spend \forcepoint{} to decrease distance by one additional range band.}{true}{true}{}
  },%
  {fear the shadows}:{
    \swtalent{Fear the Shadows}{Perform the Fear the Shadows action; make a \hard{} Deception check to force a single minion group or rival to flee the encounter. Take 1 conflict at the start of each session.}{true}{true}{}
  },%
  {disarming smile}:{
    \swtalent{Disarming Smile}{Take the Disarming Smile action; succeed at an opposed Charm check to lower all defenses of a target by ranks in Disarming Smile until the end of the encounter.}{true}{}{}
  },%
  {just kidding!}:{
    \swtalent{Just Kidding!}{Once per round as an incidental, spend 1 Destiny Point to ignora \despair{} generated on a social check by the character or any ally in short range.}{tre}{}{}
  },%
  {don't shoot}:{
    \swtalent{Don't Shoot}{Once per session as an action, make a \hard{} Charm check. On success, cannot be target of combat checks until the end of the encounter or until making a combat check.}{true}{}{}
  },%
  {up the ante}:{
    \swtalent{Up the Ante}{When gambling, win 10\% more credits per rank of Up the Ante.}{}{}{true}
  },%
  {double or nothing - supreme}:{
    \swtalent{Supreme Double or Nothing}{When performing the Double or Nothing incidental, also double the number of \triumph{} and \despair{}.}{}{}{}
  },%
  {fortune favors the bold}:{
    \swtalent{Fortune Favors the Bold}{Once per session as an incidental, suffer 2 strain to flip one dark side Destiny Point to light side.}{true}{}{}
  },%
  {double or nothing}:{
    \swtalent{Double or Nothing}{Suffer 2 strain to perform the Double or Nothing incidental to increase the difficulty of the next check by one. Then, after cancelling opposing symbols, double the amount of remaining \advantage{}.}{true}{}{}
  },%
  {double or nothing - improved}:{
    \swtalent{Improved Double or Nothing}{When performing the Double or Nothing incidental, after canceling opposing symbols, also double the amount of remaining \success{}.}{}{}{}
  },%
  {quick draw - improved}:{
    \swtalent{Improved Quick Draw}{May use Quick Draw twice per round.}{}{}{}
  },%
  {call 'em}:{
    \swtalent{Call 'em}{Do not add \setback{} to combat checks due to the use of the Aim maneuver.}{}{}{}
  },%
  {spitfire}:{
    \swtalent{Spitfire}{After a successful combined check with two Ranged (Light) weapons, additional hits can be allocated to other targets within range of the weapon.}{}{}{}
  },%
  {cunning snare}:{
    \swtalent{Cunning Snare}{Once per encounter as an action, may create a trap. Any other character who moves to engaged range of the trap must make an Opposed Vigilance vs. Survival check to avoid harm and ill effects.}{true}{}{}
  },%
  {ambush}:{
    \swtalent{Ambush}{Once per round while benefitting from cover, may make the Ambush maneuver. Add damage equal to Stealth skill to one hit of next successful combat check against a target within short range before the end of the turn.}{true}{}{}
  },%
  {moving target}:{
    \swtalent{Moving Target}{If the character has already acted this round, increase ranged defense by 1 per rank of Moving Target.}{}{}{}
  },%
  {body guard - supreme}:{
    \swtalent{Supreme Body Guard}{Body Guard maneuver may protect a number of engaged characters up to ranks in Resilience.}{}{}{}
  },%
  {seize the initiative}:{
    \swtalent{Seize the Initiative}{Once per session as a maneuver, may make a \hard{} Athletics check. On success, other PCs may take their turns immediately.}{true}{}{}
  },%
  {cyberneticist}:{
    \swtalent{Cyberneticist}{Remove \setback{} per rank of Cyberneticist from checks to build, repair, and install cybernetics implants. Cybernetics cost 50\% less.}{}{}{true}
  },%
  {more machine than man}:{
    \swtalent{More Machine than Man}{Increase cybernetic implant cap by 1 per rank of More Machine than Man.}{}{}{true}
  },%
  {engineered redundancies}:{
    \swtalent{Engineered Redundancies}{Gain the ability to use emergency repair patches to heal. Additionally, can be healed with Mechanics checks.}{}{}{}
  },%
  {energy transfer}:{
    \swtalent{Energy Transfer}{May suffer 1 strain to use the Energy Transfer maneuver to power up an unpowered device to replenish exhausted ammunition ofr an energy weapon.}{true}{}{}
  },%
  {overcharge}:{
    \swtalent{Overcharge}{Once per encounter, may use the Overcharge action; make a \hard{} Mechanics check. Un success, one installed cybernetic provides additional benefits. On \despair{}, overcharged cybernetic shorts out.}{true}{}{}
  },%
  {overcharge - improved}:{
    \swtalent{Improved Overcharge}{May spend \advantage{}\advantage{} or \triumph from Overcharge action to immediately take another action.}{}{}{}
  },%
  {overcharge - supreme}:{
    \swtalent{Supreme Overcharge}{May perform the Overcharge action on any number of installed cybernetics. On \despair{}, one overcharged cybernetic shorts out.}{}{}{}
  },%
  {deft maker}:{
    \swtalent{Deft Maker}{Remove \setback per rank of Deft Maker from checks to repair, modify, construct, or program droids. Reduce the material cost to craft droids by 50\%.}{}{}{true}
  },%
  {resourceful refit}:{
    \swtalent{Resourceful Refit}{May perform the Resourceful Refit action; make an \average{} Mechanics check to scavenge an old attachment to construct a new one, reducing its price by that of the dismantled attachment.}{true}{}{}
  },%
  {custom loadout}:{
    \swtalent{Custom Loadout}{May add 2 additional hard points to Signature Vehicle.}{}{}{}
  },%
  {headbutt}:{
    \swtalent{Headbutt}{Perform Headbutt incidental, suffering 2 wounds to knock down and disorient enemy.}{true}{}{}
  },%
  {indomitable will}:{
    \swtalent{Indomitable Will}{Once per encounter as a maneuver, suffer 3 strain to commit \force{} up to Force Rating and reduce all damage suffered by an equal amount, but suffer 1 strain each turn.}{true}{true}{}
  },%
  {toughened - improved}:{
    \swtalent{Improved Toughened}{Once per session, may heal wounds equal to ranks in Toughened.}{true}{}{}
  },%
  {power from pain}:{
    \swtalent{Power from Pain}{Once per session as an incidental, may spend 1 Destiny Point to gain +1 Force Rating for each Critical Injury character is suffering until the end of the encounter. Take 1 conflict at the start of each session.}{true}{true}{}
  },%
  {inner peace}:{
    \swtalent{Inner Peace}{Once per encounter, convert a number of dark side Destiny Points equal to ranks in Inner Peace to light side Destiny Points and reduce Conflict gained this sessios.}{true}{}{true}
  },%
  {vaapad control}:{
    \swtalent{Vaapad Control}{When making a Lightsaber combat check, the character may suffer 1 strain to downgrade the difficulty of the check a number of times equal to the number of light side Destiny Points in the Destiny Pool.}{true}{true}{}
  },%
  {embrace your hate}:{
    \swtalent{Embrace Your Hate}{May spend 1 Destiny Point and then suffer Conflict equal to dark side Destiny Points in pool to add equal damage to melee attack. May use this ability once per encounter per rank. Take 1 conflict per rank at the start of each session.}{true}{true}{true}
  },%
  {juyo savagery}:{
    \swtalent{Juyo Savagery}{The character adds +5 to Critical Injury rolls from Lightsaber attacks for each dark side Destiny Point in the Destiny pool. Take 1 conflict at the start of each session.}{}{true}{true}
  },%
  {acklay's scything strike}:{
    \swtalent{Acklay's Scything Strike}{Brawl attacks gain Pierce equal to Force Rating.}{}{true}{}
  },%
  {dodge - improved}:{
    \swtalent{Improved Dodge}{After using Dodge, can make a Move maneuver as an out-of-turn incidental}{true}{}{}
  },%
  {sapith sundering}:{
    \swtalent{Sapith Sundering}{May add \force{} up to Force Rating to Brawl checks; the attack gains the Sunder quality, and character may spend \forcepoint{} generated on the check as \advantage{} to activate the Sunder Quality.}{}{}{}
  },%
  {far strike}:{
    \swtalent{Far Strike}{As an action, make a Brawl check as a ranged attack, adding \force{} up to Force Rating. Increase the range of the attack by one band for each \forcepoint{} spent, to a maximum of long.}{true}{true}{}
  }
}
