✨
This commit is contained in:
@@ -1437,5 +1437,149 @@
|
||||
},%
|
||||
{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 his 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 he does 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}{}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user