diff --git a/star-wars-formatting.sty b/star-wars-formatting.sty index dc3719f..d0c4297 100644 --- a/star-wars-formatting.sty +++ b/star-wars-formatting.sty @@ -5,6 +5,8 @@ \usepackage{xstring} \usepackage{multirow} \usepackage{forloop} +\usepackage{xparse} +\usepackage{multicol} \usetikzlibrary {shapes.multipart,shapes.misc,shapes.symbols,calc,positioning,fit} @@ -18,6 +20,11 @@ \newfontfamily{\ltn}{Elektra Light Pro} \DeclareTextFontCommand{\textltn}{\ltn} +\newcounter{undeffed} +\setcounter{undeffed}{0} + +\setlength{\parindent}{0pt} + \makeatletter \NewDocumentCommand {\getnodedimen} {O{\nodewidth} O{\nodeheight} m} { \begin{pgfinterruptboundingbox} @@ -28,6 +35,13 @@ \end{pgfinterruptboundingbox} \pgfgetlastxy{#1}{#2} } + +\let\@var\@empty +\newcommand{\append}[1]{\addtocounter{undeffed}{1}\xdef\@var{\@var #1} } +% Another variant with kernel \g@addto@macro +\newcommand{\appendother}[1]{\g@addto@macro{\@var}{#1}} + +\newcommand{\undeffed}{\@var} \makeatother \newlength{\textlength} diff --git a/star-wars-talents.sty b/star-wars-talents.sty index a550e05..35b2796 100644 --- a/star-wars-talents.sty +++ b/star-wars-talents.sty @@ -1,523 +1,592 @@ -\let\XstringIfStrEqCase\IfStrEqCase -\renewcommand\IfStrEqCase[2]{% - \XstringIfStrEqCase{#1}{% - #2% - {#1}{\swtalent{#1}{}{}{}}% - }% +\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}}% + \swtalent{#1}{}{}{}% + }{% + \tmptalent% + } } -\newcommand{\talent}[1]{ - \IfStrEqCase{#1}{ - {against all odds}{ - \swtalent{Against All Odds}{When incapacitated, perform Against All Odds action; making Hard (\difficulty\difficulty\difficulty) Resilience check with \force{} equal to Force rating. Heal wounds equal to \success{}. Spend \forcepoint{} to add \success{}.}{true}{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 silhou ette 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} - } - {armor master}{ - \swtalent{Armor Master}{When wearing armor, increase total soak value by 1.}{}{} - } - {ataru technique}{ - \swtalent{Ataru Technique}{When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.}{}{true} - } - {balance}{ - \swtalent{Balance}{When the character recovers strain at the end of the encounter, he may add \force{} per Force rating. He recov ers additional strain equal to \forcepoint{} generated}{true}{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.}{}{} - } - {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}{} - } - {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}{} - } - {calming aura}{ - \swtalent{Calming Aura}{When an opponent targets character with a Force power, reduce \forcepoint{} generated by 1.}{}{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} - } - {circle of shelter}{ - \swtalent{Circle of Shelter}{When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.}{}{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.}{}{} - } - {command}{ - \swtalent{Command}{Add \boost{} per rank of Command when making Leadership checks. Affected targets add \boost{} to Discipline checks for next 24 hours.}{}{} - } - {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.}{}{} - } - {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.}{}{} - } - {confidence}{ - \swtalent{Confidence}{May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.}{}{} - } - {contingency plan}{ - \swtalent{Contingency Plan}{Spend 1 Destiny Point to recover strain equal to Cunning rating.}{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} - } - {crippling blow}{ - \swtalent{Crippling Blow}{Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.}{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}{}{} - } - {dedication}{ - \swtalent{Dedication}{Gain +1 to a single characteristic. This cannot bring a characteristic above 6.}{}{} - } - {defensive circle}{ - \swtalent{Defensive Circle}{May take the Defensive Circle action, making a Hard (\difficulty\difficulty\difficulty) 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 slicing}{ - \swtalent{Defensive Slicing}{When defending computer systems, add \setback{} per rank of Defensive Slicing to opponents' checks.}{}{} - } - {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}{} - } - {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}{}{} - } - {disorient}{ - \swtalent{Disorient}{After hitting with combat check, may spend \advantage{}\advantage{} to disorient target for number of rounds equal to ranks in Disorient}{}{} - } - {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}{} - } - {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} - } - {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.}{}{} - } - {enduring}{ - \swtalent{Enduring}{Gain + 1 soak value.}{}{} - } - {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} - } - {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}{} - } - {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.}{}{} - } - {falling avalanche}{ - \swtalent{Falling Avalanche}{Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn}{true}{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.}{}{} - } - {feint}{ - \swtalent{Feint}{Spend \triumph{} or \advantage{}\advantage{}\advantage{} generated on a missed meleeattack to upgrade difficulty - of opponent's next attacktargeting character by ranksin Feint.}{}{} - } - {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}{} - } - {fine tuning}{ - \swtalent{Fine Tuning}{When repairing system strain on a starship or vehicle, repair 1 additional system strain per rank of Fine Tuning.}{}{} - } - {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 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} - } - {force rating}{ - \swtalent{Force Rating}{Gain +1 Force Rating.}{}{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} - } - {full throttle}{ - \swtalent{Full Throttle}{Take a Full Throttle action; make a Hard (\difficulty\difficulty\difficulty) Piloting check to increase a vehicle's top speed by 1 for a number of rounds equal to Cunning.}{true}{} - } - {galaxy mapper}{ - \swtalent{Galaxy Mapper}{Remove \setback{} per rank of Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time.}{}{} - } - {grit}{ - \swtalent{Grit}{Gain +1 strain threshold.}{}{} - } - {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} - } - {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}{} - } - {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.}{}{} - } - {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} - } - {improved armor master}{ - \swtalent{Improved Armor Master}{When wearing armor with a soak value of 2 or higher, increase defense by 1}{}{} - } - {improved body guard}{ - \swtalent{Improved Body Guard}{Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.}{true}{} - } - {improved calming aura}{ - \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} - } - {improved center of being}{ - \swtalent{Improved Center of Being}{Suffer 1 strain to perform Center of Being maneuver as an incidental.}{}{true} - } - {improved field commander}{ - \swtalent{improved 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.}{}{} - } - {improved healing trance}{ - \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} - } - {improved parry}{ - \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.}{}{} - } - {improved reflect}{ - \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} - } - {improved stunning blow}{ - \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}{} - } - {improved terrify}{ - \swtalent{Improved Terrify}{Reduce the difficulty of Terrify's check to Average (\difficulty\difficulty) and may spend to stagger an affected target.}{}{true} - } - {indistinguishable}{ - \swtalent{Indistinguishable}{Upgrade difficulty of checks to identify character once per rank of Indistinguishable.}{}{} - } - {intense presence}{ - \swtalent{Intense Presence}{Spend 1 Destiny Point to recover strain equal to Presence rating}{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}{} - } - {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} - } - {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}{}{} - } - {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.}{}{} - } - {kill with kindness}{ - \swtalent{Kill with Kindness}{Remove \setback{} per rank of Kill with Kindness from all Charm and Leadership checks.}{}{} - } - {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}{} - } - {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 Spe cialization.}{true}{} - } - {knowledgeable healing}{ - \swtalent{Knowledgeable Healing}{When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology).}{}{} - } - {lethal blows}{ - \swtalent{Lethal Blows}{Add + 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents}{}{} - } - {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 (\difficulty{})}{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}{} - } - {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} - } - {multiple opponents}{ - \swtalent{Multiple Opponents}{Add \boost{} to Lightsaber, Brawl and Melee checks when engaged with multiple opponents.}{}{} - } - {natural blademaster}{ - \swtalent{Natural Blademaster}{Once per session, may reroll any 1 Lightsaber or Melee check.}{true}{} - } - {natural charmer}{ - \swtalent{Natural Charmer}{Once per session may re-roll any 1 Charm or Deception check.}{true}{} - } - {natural doctor}{ - \swtalent{Natural Doctor}{Once per session may re-roll any 1 Medicine 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 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 outdoorsman}{ - \swtalent{Natural Outdoorsman}{Once per session, may reroll any 1 Resilience or Survival check.}{true}{} - } - {natural tinkerer}{ - \swtalent{Natural Tinkerer}{Once per session, may reroll any 1 Mechanics 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.}{}{} - } - {now you see me}{ - \swtalent{Now You See Me}{Once per session, take Now You See Me action. Make a Hard (\difficulty\difficulty\difficulty) Deception check to make a number of NPCs equal to Cunning within medium range forget about character.}{true}{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}{}{} - } - {parry}{ - \swtalent{Parry}{When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.}{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}{}{} - } - {plausible deniability}{ - \swtalent{Plausible Deniability}{Remove \setback{} per rank of Plausible Deniability from Coercion and Deception checks.}{}{} - } - {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}{}{} - } - {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}{} - } - {preemptive avoidance}{ - \swtalent{Preemptive Avoidance}{May spend I Destiny Point to disengage from engaged enemy as an out-of-turn incidental.}{true}{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.}{}{} - } - {quick draw}{ - \swtalent{Quick Draw}{Once per round, draw or holster a weapon or accessible item as an incidental}{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}{}{} - } - {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}{} - } - {rapid recovery}{ - \swtalent{Rapid Recovery}{When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.}{}{} - } - {reflect}{ - \swtalent{Reflect}{When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.}{true}{true} - } - {researcher}{ - \swtalent{Researcher}{Remove \setback{} per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.}{}{} - } - {resist disarm}{ - \swtalent{Resist Disarm}{Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.}{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} - } - {second wind}{ - \swtalent{Second Wind}{Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.}{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} - } - {shroud}{ - \swtalent{Shroud}{The character may spend 1 Destiny Point to make him self undetectable via Force powers and make his own powers go unnoticed for the remainder of the encounter}{true}{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}{} - } - {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.}{}{} - } - {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 (\difficulty\difficulty\difficulty) 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}{} - } - {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.}{}{} - } - {soresu technique}{ - \swtalent{Soresu Technique}{When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.}{}{true} - } - {spare clip}{ - \swtalent{Spare Clip}{Cannot run out of ammo due to \despair{}. Items with Limited Ammo quality run out of ammo as normal.}{}{} - } - {stalker}{ - \swtalent{Stalker}{Add \boost{} per rank of stalker to all Stealth and Coordination checks.}{}{} - } - {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}{} - } - {stimpack specialization}{ - \swtalent{Stimpack Specialization}{Stimpacks heal 1 additional wound per rank of Stimpack Specialization.}{}{} - } - {strategic form}{ - \swtalent{Strategic Form}{May take the Strategic Form action, making a Hard (\difficulty\difficulty\difficulty) 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.}{}{} - } - {stunning blow}{ - \swtalent{Stunning Blow}{When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.}{true}{} - } - {sum djem}{ - \swtalent{Sum Djem}{May spend \triumph{} or \advantage{}\advantage{} with successful Lightsaber check to disarm opponent.}{}{true} - } - {supreme parry}{ - \swtalent{Supreme Parry}{If the user did not make a combat check during his previous turn, may suffer 1 strain to use Parry.}{}{true} - } - {supreme reflect}{ - \swtalent{Supreme Reflect}{If the user did not make a combat check during previous turn, may suffer 1 strain to use Reflect.}{}{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.}{}{} - } - {swift}{ - \swtalent{Swift}{Does not suffer usual penalties for moving through difficult terrain.}{}{} - } - {targeted blow}{ - \swtalent{Targeted Blow}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one}{true}{} - } - {technical aptitude}{ - \swtalent{Technical Aptitude}{Reduce time needed to complete Computers-relat-ed tasks by 25\% per rank.}{}{} - } - {terrify}{ - \swtalent{Terrify}{Take the Terrify action; make a Hard (\difficulty\difficulty\difficulty) 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} - } - {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} - } - {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}{}{} - } - {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.}{}{} - } - {tricky target}{ - \swtalent{Tricky Target}{Count vehicle or starship piloted as having a silhouette I lower when being attacked.}{}{} - } - {uncanny reactions}{ - \swtalent{Uncanny Reactions}{Add \boost{} per rank of Uncanny Reactions to all Vigilance checks.}{}{true} - } - {uncanny senses}{ - \swtalent{Uncanny Senses}{Add \boost{} per rank of Uncanny Reactions to all Perception checks.}{}{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} - } - {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}{} - } - {well rounded}{ - \swtalent{Well Rounded}{Choose any 2 skills. They permanently become career skills.}{}{} - } +\DefineDictionary{talentdict}{% + {against all odds}:{ + \swtalent{Against All Odds}{When incapacitated, perform Against All Odds action; making Hard (\difficulty\difficulty\difficulty) Resilience check with \force{} equal to Force rating. Heal wounds equal to \success{}. Spend \forcepoint{} to add \success{}.}{true}{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 silhou ette 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} + },% + {armor master}:{ + \swtalent{Armor Master}{When wearing armor, increase total soak value by 1.}{}{} + },% + {ataru technique}:{ + \swtalent{Ataru Technique}{When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.}{}{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}{}{} + },% + {balance}:{ + \swtalent{Balance}{When the character recovers strain at the end of the encounter, he may add \force{} per Force rating. He recov ers additional strain equal to \forcepoint{} generated}{true}{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.}{}{} + },% + {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}{} + },% + {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}{} + },% + {calming aura}:{ + \swtalent{Calming Aura}{When an opponent targets character with a Force power, reduce \forcepoint{} generated by 1.}{}{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} + },% + {circle of shelter}:{ + \swtalent{Circle of Shelter}{When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.}{}{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.}{}{} + },% + {command}:{ + \swtalent{Command}{Add \boost{} per rank of Command when making Leadership checks. Affected targets add \boost{} to Discipline checks for next 24 hours.}{}{} + },% + {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.}{}{} + },% + {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.}{}{} + },% + {confidence}:{ + \swtalent{Confidence}{May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.}{}{} + },% + {contingency plan}:{ + \swtalent{Contingency Plan}{Spend 1 Destiny Point to recover strain equal to Cunning rating.}{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} + },% + {crippling blow}:{ + \swtalent{Crippling Blow}{Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.}{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}{}{} + },% + {dedication}:{ + \swtalent{Dedication}{Gain +1 to a single characteristic. This cannot bring a characteristic above 6.}{}{} + },% + {defensive circle}:{ + \swtalent{Defensive Circle}{May take the Defensive Circle action, making a Hard (\difficulty\difficulty\difficulty) 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 slicing}:{ + \swtalent{Defensive Slicing}{When defending computer systems, add \setback{} per rank of Defensive Slicing to opponents' checks.}{}{} + },% + {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}{} + },% + {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}{}{} + },% + {disorient}:{ + \swtalent{Disorient}{After hitting with combat check, may spend \advantage{}\advantage{} to disorient target for number of rounds equal to ranks in Disorient}{}{} + },% + {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}{} + },% + {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} + },% + {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.}{}{} + },% + {enduring}:{ + \swtalent{Enduring}{Gain + 1 soak value.}{}{} + },% + {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} + },% + {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}{} + },% + {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.}{}{} + },% + {falling avalanche}:{ + \swtalent{Falling Avalanche}{Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn}{true}{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.}{}{} + },% + {feint}:{ + \swtalent{Feint}{Spend \triumph{} or \advantage{}\advantage{}\advantage{} generated on a missed meleeattack to upgrade difficulty of opponent's next attacktargeting character by ranksin Feint.}{}{} + },% + {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}{} + },% + {fine tuning}:{ + \swtalent{Fine Tuning}{When repairing system strain on a starship or vehicle, repair 1 additional system strain per rank of Fine Tuning.}{}{} + },% + {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 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} + },% + {force rating}:{ + \swtalent{Force Rating}{Gain +1 Force Rating.}{}{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} + },% + {full throttle}:{ + \swtalent{Full Throttle}{Take a Full Throttle action; make a Hard (\difficulty\difficulty\difficulty) Piloting check to increase a vehicle's top speed by 1 for a number of rounds equal to Cunning.}{true}{} + },% + {galaxy mapper}:{ + \swtalent{Galaxy Mapper}{Remove \setback{} per rank of Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time.}{}{} + },% + {grit}:{ + \swtalent{Grit}{Gain +1 strain threshold.}{}{} + },% + {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} + },% + {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}{} + },% + {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.}{}{} + },% + {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} + },% + {improved armor master}:{ + \swtalent{Improved Armor Master}{When wearing armor with a soak value of 2 or higher, increase defense by 1}{}{} + },% + {improved body guard}:{ + \swtalent{Improved Body Guard}{Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.}{true}{} + },% + {improved calming aura}:{ + \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} + },% + {improved center of being}:{ + \swtalent{Improved Center of Being}{Suffer 1 strain to perform Center of Being maneuver as an incidental.}{}{true} + },% + {improved field commander}:{ + \swtalent{improved 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.}{}{} + },% + {improved healing trance}:{ + \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} + },% + {improved inspiring rhetoric}:{ + \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}{}{} + },% + {improved parry}:{ + \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.}{}{} + },% + {improved reflect}:{ + \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} + },% + {improved scathing tirade}:{ + \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}{}{} + },% + {improved stim application}:{ + \swtalent{Improved Stim Application}{When performing Stim Application Action, may increase difficulty of check to Hard (\difficulty\difficulty\difficulty), and target only suffers 1 strain.}{true}{} + },% + {improved stunning blow}:{ + \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}{} + },% + {improved terrify}:{ + \swtalent{Improved Terrify}{Reduce the difficulty of Terrify's check to Average (\difficulty\difficulty) and may spend to stagger an affected target.}{}{true} + },% + {indistinguishable}:{ + \swtalent{Indistinguishable}{Upgrade difficulty of checks to identify character once per rank of Indistinguishable.}{}{} + },% + {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}{} + },% + {intense presence}:{ + \swtalent{Intense Presence}{Spend 1 Destiny Point to recover strain equal to Presence rating}{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}{} + },% + {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} + },% + {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}{}{} + },% + {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.}{}{} + },% + {kill with kindness}:{ + \swtalent{Kill with Kindness}{Remove \setback{} per rank of Kill with Kindness from all Charm and Leadership checks.}{}{} + },% + {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}{} + },% + {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 Spe cialization.}{true}{} + },% + {knowledgeable healing}:{ + \swtalent{Knowledgeable Healing}{When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology).}{}{} + },% + {lethal blows}:{ + \swtalent{Lethal Blows}{Add + 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents}{}{} + },% + {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 (\difficulty{})}{true}{} + },% + {master doctor}:{ + \swtalent{Master Doctor}{Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1}{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}{} + },% + {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} + },% + {multiple opponents}:{ + \swtalent{Multiple Opponents}{Add \boost{} to Lightsaber, Brawl and Melee checks when engaged with multiple opponents.}{}{} + },% + {natural blademaster}:{ + \swtalent{Natural Blademaster}{Once per session, may reroll any 1 Lightsaber or Melee check.}{true}{} + },% + {natural charmer}:{ + \swtalent{Natural Charmer}{Once per session may re-roll any 1 Charm or Deception check.}{true}{} + },% + {natural doctor}:{ + \swtalent{Natural Doctor}{Once per session may re-roll any 1 Medicine 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 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 outdoorsman}:{ + \swtalent{Natural Outdoorsman}{Once per session, may reroll any 1 Resilience or Survival check.}{true}{} + },% + {natural tinkerer}:{ + \swtalent{Natural Tinkerer}{Once per session, may reroll any 1 Mechanics 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.}{}{} + },% + {now you see me}:{ + \swtalent{Now You See Me}{Once per session, take Now You See Me action. Make a Hard (\difficulty\difficulty\difficulty) Deception check to make a number of NPCs equal to Cunning within medium range forget about character.}{true}{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}{}{} + },% + {parry}:{ + \swtalent{Parry}{When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.}{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}{}{} + },% + {plausible deniability}:{ + \swtalent{Plausible Deniability}{Remove \setback{} per rank of Plausible Deniability from Coercion and Deception checks.}{}{} + },% + {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}{}{} + },% + {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}{} + },% + {preemptive avoidance}:{ + \swtalent{Preemptive Avoidance}{May spend I Destiny Point to disengage from engaged enemy as an out-of-turn incidental.}{true}{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.}{}{} + },% + {quick draw}:{ + \swtalent{Quick Draw}{Once per round, draw or holster a weapon or accessible item as an incidental}{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}{}{} + },% + {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}{} + },% + {rapid recovery}:{ + \swtalent{Rapid Recovery}{When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.}{}{} + },% + {reflect}:{ + \swtalent{Reflect}{When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.}{true}{true} + },% + {researcher}:{ + \swtalent{Researcher}{Remove \setback{} per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.}{}{} + },% + {resist disarm}:{ + \swtalent{Resist Disarm}{Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.}{true}{} + },% + {resolve}:{ + \swtalent{Resolve}{When a character involuntarily suffers strain. he suffers 1 less strain per rank of Resolve, to a minimum of}{}{} + },% + {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} + },% + {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}{} + },% + {second wind}:{ + \swtalent{Second Wind}{Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.}{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} + },% + {shroud}:{ + \swtalent{Shroud}{The character may spend 1 Destiny Point to make him self undetectable via Force powers and make his own powers go unnoticed for the remainder of the encounter}{true}{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}{} + },% + {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.}{}{} + },% + {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 (\difficulty\difficulty\difficulty) 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}{} + },% + {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.}{}{} + },% + {soresu technique}:{ + \swtalent{Soresu Technique}{When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.}{}{true} + },% + {spare clip}:{ + \swtalent{Spare Clip}{Cannot run out of ammo due to \despair{}. Items with Limited Ammo quality run out of ammo as normal.}{}{} + },% + {stalker}:{ + \swtalent{Stalker}{Add \boost{} per rank of stalker to all Stealth and Coordination checks.}{}{} + },% + {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}{} + },% + {stimpack specialization}:{ + \swtalent{Stimpack Specialization}{Stimpacks heal 1 additional wound per rank of Stimpack Specialization.}{}{} + },% + {strategic form}:{ + \swtalent{Strategic Form}{May take the Strategic Form action, making a Hard (\difficulty\difficulty\difficulty) 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.}{}{} + },% + {stunning blow}:{ + \swtalent{Stunning Blow}{When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.}{true}{} + },% + {sum djem}:{ + \swtalent{Sum Djem}{May spend \triumph{} or \advantage{}\advantage{} with successful Lightsaber check to disarm opponent.}{}{true} + },% + {supreme inspiring rhetoric}:{ + \swtalent{Supreme Inspiring Rhetoric}{Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.}{true}{} + },% + {supreme parry}:{ + \swtalent{Supreme Parry}{If the user did not make a combat check during his previous turn, may suffer 1 strain to use Parry.}{}{true} + },% + {supreme reflect}:{ + \swtalent{Supreme Reflect}{If the user did not make a combat check during previous turn, may suffer 1 strain to use Reflect.}{}{true} + },% + {supreme scathing tirade}:{ + \swtalent{Supreme Scathing Tirade}{Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.}{true}{} + },% + {supreme stim application}:{ + \swtalent{Supreme Stim Application}{When performing the Stim Application Action. spend \triumph{} to increase an additional Characteristic by 1}{}{} + },% + {surgeon}:{ + \swtalent{Surgeon}{When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of surgeon.}{}{} + },% + {swift}:{ + \swtalent{Swift}{Does not suffer usual penalties for moving through difficult terrain.}{}{} + },% + {targeted blow}:{ + \swtalent{Targeted Blow}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one}{true}{} + },% + {technical aptitude}:{ + \swtalent{Technical Aptitude}{Reduce time needed to complete Computers-relat-ed tasks by 25\% per rank.}{}{} + },% + {terrify}:{ + \swtalent{Terrify}{Take the Terrify action; make a Hard (\difficulty\difficulty\difficulty) 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} + },% + {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} + },% + {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}{}{} + },% + {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.}{}{} + },% + {tricky target}:{ + \swtalent{Tricky Target}{Count vehicle or starship piloted as having a silhouette I lower when being attacked.}{}{} + },% + {uncanny reactions}:{ + \swtalent{Uncanny Reactions}{Add \boost{} per rank of Uncanny Reactions to all Vigilance checks.}{}{true} + },% + {uncanny senses}:{ + \swtalent{Uncanny Senses}{Add \boost{} per rank of Uncanny Reactions to all Perception checks.}{}{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} + },% + {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}{} + },% + {well rounded}:{ + \swtalent{Well Rounded}{Choose any 2 skills. They permanently become career skills.}{}{} } } \ No newline at end of file diff --git a/talent trees/colonist.tex b/talent trees/colonist.tex new file mode 100644 index 0000000..a5edcc3 --- /dev/null +++ b/talent trees/colonist.tex @@ -0,0 +1,88 @@ +\setcareer{Colonist}{Charm, Deception, Knowledge (Core Worlds), Knowledge (Education), Knowledge (lore), Leadership, Negotiation, Streetwise} + +\begin{talenttree}{Doctor}{Cool, Knowledge (Education), Medicine, Resilience}{Edge of the Empire p. 65}{} + \talent{surgeon} + \talent{bacta specialist} + \talent{grit} + \talent{resolve} + + \talent{stim application} + \talent{grit} + \talent{surgeon} + \talent{resolve} + + \talent{surgeon} + \talent{grit} + \talent{bacta specialist} + \talent{pressure point} + + \talent{improved stim application} + \talent{natural doctor} + \talent{toughened} + \talent{anatomy lessons} + + \talent{supreme stim application} + \talent{master doctor} + \talent{dedication} + \talent{dodge} + + \talentlines{|.|./|.||/||||/||||}{---/--./.../--.} +\end{talenttree} + +\begin{talenttree}{Politico}{Charm, Coercion, Deception, Knowledge (Core Worlds)}{Edge of the Empire p. 66}{} + \talent{kill with kindness} + \talent{grit} + \talent{plausible deniability} + \talent{toughened} + + \talent{inspiring rhetoric} + \talent{kill with kindness} + \talent{scathing tirade} + \talent{plausible deniability} + + \talent{dodge} + \talent{improved inspiring rhetoric} + \talent{improved scathing tirade} + \talent{well rounded} + + \talent{grit} + \talent{supreme inspiring rhetoric} + \talent{supreme scathing tirade} + \talent{nobody's fool} + + \talent{steely nerves} + \talent{dedication} + \talent{natural charmer} + \talent{intense presence} + + \talentlines{||||/|..|/||||/|..|}{-.-/-.-/.../---} +\end{talenttree} + +\begin{talenttree}{Scholar}{Knowledge (Outer Rim), Knowledge (Underworld), Knowledge (Xenology), Perception}{Edge of the Empire p. 67}{} + \talent{respected scholar} + \talent{speaks binary} + \talent{grit} + \talent{brace} + + \talent{researcher} + \talent{respected scholar} + \talent{resolve} + \talent{researcher} + + \talent{codebreaker} + \talent{knowledge specialization} + \talent{natural scholar} + \talent{well rounded} + + \talent{knowledge specialization} + \talent{intense focus} + \talent{confidence} + \talent{resolve} + + \talent{stroke of genius} + \talent{mental fortress} + \talent{dedication} + \talent{toughened} + + \talentlines{||||/|..|/.||./|..|}{-.-/-.-/-.-/---} +\end{talenttree} diff --git a/talent trees/explorer.tex b/talent trees/explorer.tex new file mode 100644 index 0000000..c8ee8ac --- /dev/null +++ b/talent trees/explorer.tex @@ -0,0 +1,88 @@ +\setcareer{Explorer}{Astrogation, Cool, Knowledge (Lore), Knowledge (Outer Rim), Knowledge (Xenology), Perception, Piloting (Space), Survival} + +\begin{talenttree}{Fringer}{Astrogation, Coordination, Negotiation, Streetwise}{Edge of the Empire p. 71}{} + \talent{galaxy mapper} + \talent{street smarts} + \talent{rapid recovery} + \talent{street smarts} + + \talent{skilled jockey} + \talent{galaxy mapper} + \talent{grit} + \talent{toughened} + + \talent{master starhopper} + \talent{defensive driving} + \talent{rapid recovery} + \talent{durable} + + \talent{rapid recovery} + \talent{jump up} + \talent{grit} + \talent{knowdown} + + \talent{dedication} + \talent{toughened} + \talent{dodge} + \talent{dodge} + + \talentlines{|.||/||||/..||/||.||}{-.-/-../--./-.-} +\end{talenttree} + +\begin{talenttree}{Scout}{Athletics, Medicine, Piloting (Planetary), Survival}{Edge of the Empire p. 72}{} + \talent{rapid recovery} + \talent{stalker} + \talent{grit} + \talent{shortcut} + + \talent{forager} + \talent{quick strike} + \talent{let's ride} + \talent{disorient} + + \talent{rapid recovery} + \talent{natural hunter} + \talent{familiar suns} + \talent{shortcut} + + \talent{grit} + \talent{heightened awareness} + \talent{toughened} + \talent{quick strike} + + \talent{utility belt} + \talent{dedication} + \talent{stalker} + \talent{disorient} + + \talentlines{||||/||||/||||/|.||}{---/.../.../--.} +\end{talenttree} + +\begin{talenttree}{Trader}{Deception, Knowledge (Core Worlds), Knowledge (Underworld), Negotiation}{Edge of the Empire p. 73}{} + \talent{know somebody} + \talent{convincing demeanor} + \talent{wheel and deal} + \talent{smooth talker} + + \talent{wheel and deal} + \talent{grit} + \talent{spare clip} + \talent{toughened} + + \talent{know somebody} + \talent{nobody's fool} + \talent{smooth talker} + \talent{nobody's fool} + + \talent{wheel and deal} + \talent{steely nerves} + \talent{black market contacts} + \talent{black market contacts} + + \talent{know somebody} + \talent{natural negotiator} + \talent{dedication} + \talent{master merchant} + + \talentlines{|.../|.../|.../|..|}{---/---/---/---} +\end{talenttree} diff --git a/talent trees/hired gun.tex b/talent trees/hired gun.tex new file mode 100644 index 0000000..9e12db5 --- /dev/null +++ b/talent trees/hired gun.tex @@ -0,0 +1,88 @@ +\setcareer{Hired Gun}{Athletics, Brawl, Discipline, Melee, Piloting (Planetary), Ranged (Light), Resilience, Vigilance} + +\begin{talenttree}{Bodyguard}{Gunnery, Perception, Piloting (Planetary), Ranged (Heavy)}{Edge of the Empire p. 77}{} + \talent{toughened} + \talent{barrage} + \talent{durable} + \talent{grit} + + \talent{body guard} + \talent{hard headed} + \talent{barrage} + \talent{brace} + + \talent{body guard} + \talent{side step} + \talent{defensive stance} + \talent{brace} + + \talent{enduring} + \talent{side step} + \talent{defensive stance} + \talent{hard headed} + + \talent{dedication} + \talent{barrage} + \talent{toughened} + \talent{improved hard headed} + + \talentlines{.||./||||/|||./.|||}{---/.-./.--/--.} +\end{talenttree} + +\begin{talenttree}{Marauder}{Coercion, Melee, Resilience, Survival}{Edge of the Empire p. 78}{} + \talent{toughened} + \talent{frenzied attack} + \talent{feral strength} + \talent{lethal blows} + + \talent{feral strength} + \talent{toughened} + \talent{heroic fortitude} + \talent{knockdown} + + \talent{enduring} + \talent{lethal blows} + \talent{toughened} + \talent{frenzied attack} + + \talent{toughened} + \talent{feral strength} + \talent{natural brawler} + \talent{lethal blows} + + \talent{frenzied attack} + \talent{enduring} + \talent{defensive stance} + \talent{dedication} + + \talentlines{||||/.||./|..|/.||.}{---/---/---/---} +\end{talenttree} + +\begin{talenttree}{Mercenary}{Discipline, Gunnery, Leadership, Ranged (Heavy)}{Edge of the Empire p. 79}{} + \talent{command} + \talent{second wind} + \talent{point blank} + \talent{side step} + + \talent{second wind} + \talent{confidence} + \talent{strong arm} + \talent{point blank} + + \talent{field commander} + \talent{command} + \talent{natural marksman} + \talent{sniper shot} + + \talent{improved field commander} + \talent{grit} + \talent{toughened} + \talent{lethal blows} + + \talent{deadly accuracy} + \talent{true aim} + \talent{dedication} + \talent{true aim} + + \talentlines{||||/|||./||||/.|.|}{-.-/---/..-/---} +\end{talenttree} diff --git a/talent trees/smuggler.tex b/talent trees/smuggler.tex new file mode 100644 index 0000000..e0b2efe --- /dev/null +++ b/talent trees/smuggler.tex @@ -0,0 +1,88 @@ +\setcareer{Smuggler}{Coordination, Deception, Knowledge (Underworld), Perception, Piloting (Space), Skulduggery, Streetwise, Vigilance} + +\begin{talenttree}{Pilot}{Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)}{Edge of the Empire p. 83}{} + \talent{full throttle} + \talent{skilled jockey} + \talent{galaxy mapper} + \talent{let's ride} + + \talent{skilled jockey} + \talent{dead to rights} + \talent{galaxy mapper} + \talent{rapid recovery} + + \talent{improved full throttle} + \talent{improved dead to rights} + \talent{grit} + \talent{natural pilot} + + \talent{grit} + \talent{supreme full throttle} + \talent{tricky target} + \talent{defensive driving} + + \talent{master pilot} + \talent{dedication} + \talent{toughened} + \talent{brilliant} + + \talentlines{||||/||||/|.||/|.||}{-.-/..-/-../---} +\end{talenttree} + +\begin{talenttree}{Scoundrel}{Charm, Cool, Deception, Ranged (Light)}{Edge of the Empire p. 84}{} + \talent{black market contacts} + \talent{convincing demeanor} + \talent{quick draw} + \talent{rapid reaction} + + \talent{convincing demeanor} + \talent{black market contacts} + \talent{convincing demeanor} + \talent{quick strike} + + \talent{hidden storage} + \talent{toughened} + \talent{black market contacts} + \talent{side step} + + \talent{toughened} + \talent{rapid reaction} + \talent{hidden storage} + \talent{side step} + + \talent{dedication} + \talent{natural charmer} + \talent{soft spot} + \talent{quick strike} + + \talentlines{|..|/||||/||||/||||}{.-./.-./.-./---} +\end{talenttree} + +\begin{talenttree}{Thief}{Computers, Skulduggery, Stealth, Vigilance}{Edge of the Empire p. 85}{} + \talent{street smarts} + \talent{black market contacts} + \talent{indistinguishable} + \talent{bypass security} + + \talent{black market contacts} + \talent{dodge} + \talent{grit} + \talent{hidden storage} + + \talent{stalker} + \talent{grit} + \talent{rapid reaction} + \talent{shortcut} + + \talent{bypass security} + \talent{natural rogue} + \talent{street smarts} + \talent{jump up} + + \talent{master of shadows} + \talent{dodge} + \talent{indistinguishable} + \talent{dedication} + + \talentlines{|..|/||||/||||/||||}{---/---/.--/.-.} +\end{talenttree} diff --git a/talent trees/technician.tex b/talent trees/technician.tex new file mode 100644 index 0000000..8b79105 --- /dev/null +++ b/talent trees/technician.tex @@ -0,0 +1,88 @@ +\setcareer{Technician}{Astrogation, Computers, Coordination, Discipline, Knowledge (Outer Rim), Mechanics, Perception,Piloting (Planetary)} + +\begin{talenttree}{Mechanic}{Knowledge (Education), Knowledge (Underworld), Mechanics, Streetwise}{Edge of the Empire p. 89}{} + \talent{gearhead} + \talent{toughened} + \talent{fine tuning} + \talent{solid repairs} + + \talent{redundant systems} + \talent{solid repairs} + \talent{gearhead} + \talent{grit} + + \talent{solid repairs} + \talent{enduring} + \talent{bad motivator} + \talent{toughened} + + \talent{contraption} + \talent{solid repairs} + \talent{fine tuning} + \talent{hard headed} + + \talent{natural tinkerer} + \talent{hold together} + \talent{dedication} + \talent{improved hard headed} + + \talentlines{||||/||||/||||/||||}{---/---/--./...} +\end{talenttree} + +\begin{talenttree}{Outlaw Tech}{Knowledge (Education), Knowledge (Underworld), Mechanics, Streetwise}{Edge of the Empire p. 90}{} + \talent{tinkerer} + \talent{utinni!} + \talent{speaks binary} + \talent{tinkerer} + + \talent{solid repairs} + \talent{grit} + \talent{utinni!} + \talent{toughened} + + \talent{utility belt} + \talent{side step} + \talent{brace} + \talent{defensive stance} + + \talent{jury rigged} + \talent{speaks binary} + \talent{inventor} + \talent{jury rigged} + + \talent{inventor} + \talent{dedication} + \talent{known schematic} + \talent{brace} + + \talentlines{||||/||||/||||/|.||}{---/---/--./-.-} +\end{talenttree} + +\begin{talenttree}{Slicer}{Computers, Knowledge (Education), Knowledge (Underworld), Stealth}{Edge of the Empire p. 91}{} + \talent{codebreaker} + \talent{grit} + \talent{technical aptitude} + \talent{bypass security} + + \talent{defensive slicing} + \talent{technical aptitude} + \talent{grit} + \talent{bypass security} + + \talent{natural programmer} + \talent{bypass security} + \talent{defensive slicing} + \talent{grit} + + \talent{defensive slicing} + \talent{improved defensive slicing} + \talent{codebreaker} + \talent{resolve} + + \talent{skilled slicer} + \talent{master slicer} + \talent{mental fortress} + \talent{dedication} + + \talentlines{|.../||||/||||/||||}{.--/.--/---/---} +\end{talenttree} diff --git a/talent-trees.pdf b/talent-trees.pdf index 1054131..3e53732 100644 Binary files a/talent-trees.pdf and b/talent-trees.pdf differ diff --git a/talent-trees.tex b/talent-trees.tex index 799a69c..2ddbaed 100644 --- a/talent-trees.tex +++ b/talent-trees.tex @@ -2,12 +2,24 @@ \input{star-wars-formatting.sty} \begin{document} - \input{talent trees/bounty hunter.tex} + % \input{talent trees/bounty hunter.tex} + \input{talent trees/colonist.tex} % \input{talent trees/consular.tex} + % \input{talent trees/explorer.tex} % \input{talent trees/guardian.tex} + % \input{talent trees/hired gun.tex} % \input{talent trees/mystic.tex} % \input{talent trees/seeker.tex} % \input{talent trees/sentinel.tex} + % \input{talent trees/smuggler.tex} + % \input{talent trees/technician.tex} % \input{talent trees/warrior.tex} % \input{talent trees/universal.tex} + + \ifthenelse{\equal{\undeffed}{}}{}{ + \newpage% + \tn% + {\huge Undefined talents (\arabic{undeffed})} + \large\undeffed{} + } \end{document}