This commit is contained in:
2023-01-21 01:33:27 +01:00
parent 422755edb6
commit 45cc080ca1
9 changed files with 1055 additions and 520 deletions

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@@ -5,6 +5,8 @@
\usepackage{xstring} \usepackage{xstring}
\usepackage{multirow} \usepackage{multirow}
\usepackage{forloop} \usepackage{forloop}
\usepackage{xparse}
\usepackage{multicol}
\usetikzlibrary {shapes.multipart,shapes.misc,shapes.symbols,calc,positioning,fit} \usetikzlibrary {shapes.multipart,shapes.misc,shapes.symbols,calc,positioning,fit}
@@ -18,6 +20,11 @@
\newfontfamily{\ltn}{Elektra Light Pro} \newfontfamily{\ltn}{Elektra Light Pro}
\DeclareTextFontCommand{\textltn}{\ltn} \DeclareTextFontCommand{\textltn}{\ltn}
\newcounter{undeffed}
\setcounter{undeffed}{0}
\setlength{\parindent}{0pt}
\makeatletter \makeatletter
\NewDocumentCommand {\getnodedimen} {O{\nodewidth} O{\nodeheight} m} { \NewDocumentCommand {\getnodedimen} {O{\nodewidth} O{\nodeheight} m} {
\begin{pgfinterruptboundingbox} \begin{pgfinterruptboundingbox}
@@ -28,6 +35,13 @@
\end{pgfinterruptboundingbox} \end{pgfinterruptboundingbox}
\pgfgetlastxy{#1}{#2} \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 \makeatother
\newlength{\textlength} \newlength{\textlength}

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@@ -1,523 +1,592 @@
\let\XstringIfStrEqCase\IfStrEqCase \ExplSyntaxOn
\renewcommand\IfStrEqCase[2]{% \NewDocumentCommand{\DefineDictionary}{mm}
\XstringIfStrEqCase{#1}{% {
#2% \arclupus_dict_def:nn { #1 } { #2 }
{#1}{\swtalent{#1}{}{}{}}%
}%
} }
\newcommand{\talent}[1]{ \seq_new:N \l__arclupus_dict_temp_seq
\IfStrEqCase{#1}{
{against all odds}{ \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%
}
}
\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} \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}{ {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}{} \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}{ {animal bond}:{
\swtalent{Animal Bond}{Develop long-term bond with single animal of silhou ette no greater than half Force rating rounded down.}{}{true} \swtalent{Animal Bond}{Develop long-term bond with single animal of silhou ette no greater than half Force rating rounded down.}{}{true}
} },%
{animal empathy}{ {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} \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}{ {armor master}:{
\swtalent{Armor Master}{When wearing armor, increase total soak value by 1.}{}{} \swtalent{Armor Master}{When wearing armor, increase total soak value by 1.}{}{}
} },%
{ataru technique}{ {ataru technique}:{
\swtalent{Ataru Technique}{When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.}{}{true} \swtalent{Ataru Technique}{When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.}{}{true}
} },%
{balance}{ {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} \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}{ {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.}{}{} \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}{ {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}{} \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}{ {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}{} \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}{ {calming aura}:{
\swtalent{Calming Aura}{When an opponent targets character with a Force power, reduce \forcepoint{} generated by 1.}{}{true} \swtalent{Calming Aura}{When an opponent targets character with a Force power, reduce \forcepoint{} generated by 1.}{}{true}
} },%
{center of being}{ {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} \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}{ {circle of shelter}:{
\swtalent{Circle of Shelter}{When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.}{}{true} \swtalent{Circle of Shelter}{When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.}{}{true}
} },%
{codebreaker}{ {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.}{}{} \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}{ {command}:{
\swtalent{Command}{Add \boost{} per rank of Command when making Leadership checks. Affected targets add \boost{} to Discipline checks for next 24 hours.}{}{} \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}{ {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} \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}{ {commanding presence}:{
\swtalent{Commanding Presence}{Remove \setback{} per rank of Commanding Presence from Leadership and Cool checks.}{}{} \swtalent{Commanding Presence}{Remove \setback{} per rank of Commanding Presence from Leadership and Cool checks.}{}{}
} },%
{conditioned}{ {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.}{}{} \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}{ {confidence}:{
\swtalent{Confidence}{May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.}{}{} \swtalent{Confidence}{May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.}{}{}
} },%
{contingency plan}{ {contingency plan}:{
\swtalent{Contingency Plan}{Spend 1 Destiny Point to recover strain equal to Cunning rating.}{true}{} \swtalent{Contingency Plan}{Spend 1 Destiny Point to recover strain equal to Cunning rating.}{true}{}
} },%
{counterstrike}{ {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} \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}{ {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}{} \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}{ {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}{}{} \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}{ {dedication}:{
\swtalent{Dedication}{Gain +1 to a single characteristic. This cannot bring a characteristic above 6.}{}{} \swtalent{Dedication}{Gain +1 to a single characteristic. This cannot bring a characteristic above 6.}{}{}
} },%
{defensive circle}{ {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} \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}{ {defensive slicing}:{
\swtalent{Defensive Slicing}{When defending computer systems, add \setback{} per rank of Defensive Slicing to opponents' checks.}{}{} \swtalent{Defensive Slicing}{When defending computer systems, add \setback{} per rank of Defensive Slicing to opponents' checks.}{}{}
} },%
{defensive stance}{ {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}{} \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}{ {defensive training}:{
\swtalent{Defensive Training}{When wielding a Light saber, Melee, or Brawl \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}{}{}
weapon, the weapon gains the Defensive quality with },%
a rating equal to ranks in Defensive Training}{}{} {disorient}:{
}
{disorient}{
\swtalent{Disorient}{After hitting with combat check, may spend \advantage{}\advantage{} to disorient target for number of rounds equal to ranks in 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}{ {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} \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}{ {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} \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}{ {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}{} \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}{ {draw closer}:{
\swtalent{Draw Closer}{Perform Draw Closer action; make a Lightsaber (Willpower) combat check against one silhouette 1 target within \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}
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}:{
{duelist's training}{
\swtalent{Duelist's Training}{Add \boost{} to Melee and Lightsaber checks when engaged with only one opponent.}{}{} \swtalent{Duelist's Training}{Add \boost{} to Melee and Lightsaber checks when engaged with only one opponent.}{}{}
} },%
{durable}{ {durable}:{
\swtalent{Durable}{May reduce any Critical Injury suffered by 10 per rank of Durable, to a minimum of 1.}{}{} \swtalent{Durable}{May reduce any Critical Injury suffered by 10 per rank of Durable, to a minimum of 1.}{}{}
} },%
{enduring}{ {enduring}:{
\swtalent{Enduring}{Gain + 1 soak value.}{}{} \swtalent{Enduring}{Gain + 1 soak value.}{}{}
} },%
{enhanced leader}{ {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} \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}{ {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}{} \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}{ {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.}{}{} \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}{ {falling avalanche}:{
\swtalent{Falling Avalanche}{Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn}{true}{true} \swtalent{Falling Avalanche}{Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn}{true}{true}
} },%
{fearsome}{ {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.}{}{} \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}{ {feint}:{
\swtalent{Feint}{Spend \triumph{} or \advantage{}\advantage{}\advantage{} generated on a missed meleeattack to upgrade difficulty \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.}{}{}
of opponent's next attacktargeting character by ranksin Feint.}{}{} },%
} {field commander}:{
{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}{} \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}{ {fine tuning}:{
\swtalent{Fine Tuning}{When repairing system strain on a starship or vehicle, repair 1 additional system strain per rank of 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}{ {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.}{}{} \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}{ {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} \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}{ {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} \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}{ {force rating}:{
\swtalent{Force Rating}{Gain +1 Force Rating.}{}{true} \swtalent{Force Rating}{Gain +1 Force Rating.}{}{true}
} },%
{forewarning}{ {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} \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}{ {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}{} \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}{ {galaxy mapper}:{
\swtalent{Galaxy Mapper}{Remove \setback{} per rank of Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time.}{}{} \swtalent{Galaxy Mapper}{Remove \setback{} per rank of Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time.}{}{}
} },%
{grit}{ {grit}:{
\swtalent{Grit}{Gain +1 strain threshold.}{}{} \swtalent{Grit}{Gain +1 strain threshold.}{}{}
} },%
{hawk bat swoop}{ {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} \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}{ {healing trance}:{
\swtalent{Healing Trance}{Commit \force{}. for every full encounter \force{} remains committed, heal 1 wound per rank of Healing Trance.}{true}{true} \swtalent{Healing Trance}{Commit \force{}. for every full encounter \force{} remains committed, heal 1 wound per rank of Healing Trance.}{true}{true}
} },%
{heightened awareness}{ {heightened awareness}:{
\swtalent{Heightened Awareness}{Allies within short range add \boost to Perception or Vigilance checks. Engaged add \boost{}\boost{}.}{}{} \swtalent{Heightened Awareness}{Allies within short range add \boost to Perception or Vigilance checks. Engaged add \boost{}\boost{}.}{}{}
} },%
{heroic fortitude}{ {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}{} \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}{ {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.}{}{} \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}{ {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} \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}{ {improved armor master}:{
\swtalent{Improved Armor Master}{When wearing armor with a soak value of 2 or higher, increase defense by 1}{}{} \swtalent{Improved Armor Master}{When wearing armor with a soak value of 2 or higher, increase defense by 1}{}{}
} },%
{improved body guard}{ {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}{} \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}{ {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} \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}{ {improved center of being}:{
\swtalent{Improved Center of Being}{Suffer 1 strain to perform Center of Being maneuver as an incidental.}{}{true} \swtalent{Improved Center of Being}{Suffer 1 strain to perform Center of Being maneuver as an incidental.}{}{true}
} },%
{improved field commander}{ {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.}{}{} \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}{ {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} \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}{ {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.}{}{} \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}{ {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} \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}{ {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}{} \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}{ {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} \swtalent{Improved Terrify}{Reduce the difficulty of Terrify's check to Average (\difficulty\difficulty) and may spend to stagger an affected target.}{}{true}
} },%
{indistinguishable}{ {indistinguishable}:{
\swtalent{Indistinguishable}{Upgrade difficulty of checks to identify character once per rank of Indistinguishable.}{}{} \swtalent{Indistinguishable}{Upgrade difficulty of checks to identify character once per rank of Indistinguishable.}{}{}
} },%
{intense presence}{ {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}{} \swtalent{Intense Presence}{Spend 1 Destiny Point to recover strain equal to Presence rating}{true}{}
} },%
{intimidating}{ {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}{} \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}{ {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} \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}{ {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} \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}{ {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} \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}{ {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} \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}{ {inventor}:{
\swtalent{Inventor}{When constructing new items or modifying attachments, add \boost{} or remove \setback{} per rank of Inventor}{}{} \swtalent{Inventor}{When constructing new items or modifying attachments, add \boost{} or remove \setback{} per rank of Inventor}{}{}
} },%
{jump up}{ {jump up}:{
\swtalent{Jump Up}{Once per round, may stand from seated or prone as an incidental}{true}{} \swtalent{Jump Up}{Once per round, may stand from seated or prone as an incidental}{true}{}
} },%
{jury rigged}{ {jury rigged}:{
\swtalent{Jury Rigged}{Choose 1 weapon. armor, or other item and give it a permanent improvement while it remains in use.}{}{} \swtalent{Jury Rigged}{Choose 1 weapon. armor, or other item and give it a permanent improvement while it remains in use.}{}{}
} },%
{keen eyed}{ {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.}{}{} \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}{ {kill with kindness}:{
\swtalent{Kill with Kindness}{Remove \setback{} per rank of Kill with Kindness from all Charm and Leadership checks.}{}{} \swtalent{Kill with Kindness}{Remove \setback{} per rank of Kill with Kindness from all Charm and Leadership checks.}{}{}
} },%
{know somebody}{ {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}{} \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}{ {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} \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}{ {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}{} \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}{ {knowledgeable healing}:{
\swtalent{Knowledgeable Healing}{When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology).}{}{} \swtalent{Knowledgeable Healing}{When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology).}{}{}
} },%
{lethal blows}{ {lethal blows}:{
\swtalent{Lethal Blows}{Add + 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents}{}{} \swtalent{Lethal Blows}{Add + 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents}{}{}
} },%
{makashi finish}{ {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} \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}{ {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} \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}{ {makashi technique}:{
\swtalent{Makashi Technique}{When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.}{}{true} \swtalent{Makashi Technique}{When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.}{}{true}
} },%
{master artisan}{ {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}{} \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}{ {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}{} \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}{ {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} \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}{ {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}{} \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}{ {mental tools}:{
\swtalent{Mental Tools}{Always count as having the right tools for the job when performing Mechanics checks}{}{true} \swtalent{Mental Tools}{Always count as having the right tools for the job when performing Mechanics checks}{}{true}
} },%
{multiple opponents}{ {multiple opponents}:{
\swtalent{Multiple Opponents}{Add \boost{} to Lightsaber, Brawl and Melee checks when engaged with multiple opponents.}{}{} \swtalent{Multiple Opponents}{Add \boost{} to Lightsaber, Brawl and Melee checks when engaged with multiple opponents.}{}{}
} },%
{natural blademaster}{ {natural blademaster}:{
\swtalent{Natural Blademaster}{Once per session, may reroll any 1 Lightsaber or Melee check.}{true}{} \swtalent{Natural Blademaster}{Once per session, may reroll any 1 Lightsaber or Melee check.}{true}{}
} },%
{natural charmer}{ {natural charmer}:{
\swtalent{Natural Charmer}{Once per session may re-roll any 1 Charm or Deception check.}{true}{} \swtalent{Natural Charmer}{Once per session may re-roll any 1 Charm or Deception check.}{true}{}
} },%
{natural doctor}{ {natural doctor}:{
\swtalent{Natural Doctor}{Once per session may re-roll any 1 Medicine check.}{true}{} \swtalent{Natural Doctor}{Once per session may re-roll any 1 Medicine check.}{true}{}
} },%
{natural enforcer}{ {natural enforcer}:{
\swtalent{Natural Enforcer}{Once per session may re-roll any 1 Coercion or Streetwise check.}{true}{} \swtalent{Natural Enforcer}{Once per session may re-roll any 1 Coercion or Streetwise check.}{true}{}
} },%
{natural hunter}{ {natural hunter}:{
\swtalent{Natural Hunter}{Once per session, may reroll any 1 Perception or Vigilance check.}{true}{} \swtalent{Natural Hunter}{Once per session, may reroll any 1 Perception or Vigilance check.}{true}{}
} },%
{natural leader}{ {natural leader}:{
\swtalent{Natural Leader}{Once per session, may reroll any 1 Cool or Leadership check.}{true}{} \swtalent{Natural Leader}{Once per session, may reroll any 1 Cool or Leadership check.}{true}{}
} },%
{natural mystic}{ {natural mystic}:{
\swtalent{Natural Mystic}{Once per session, may reroll any 1 Force Power check.}{true}{} \swtalent{Natural Mystic}{Once per session, may reroll any 1 Force Power check.}{true}{}
} },%
{natural negotiator}{ {natural negotiator}:{
\swtalent{Natural Negotiator}{Once per session, may reroll any 1 Cool or Negotiation check.}{true}{} \swtalent{Natural Negotiator}{Once per session, may reroll any 1 Cool or Negotiation check.}{true}{}
} },%
{natural outdoorsman}{ {natural outdoorsman}:{
\swtalent{Natural Outdoorsman}{Once per session, may reroll any 1 Resilience or Survival check.}{true}{} \swtalent{Natural Outdoorsman}{Once per session, may reroll any 1 Resilience or Survival check.}{true}{}
} },%
{natural tinkerer}{ {natural tinkerer}:{
\swtalent{Natural Tinkerer}{Once per session, may reroll any 1 Mechanics check.}{true}{} \swtalent{Natural Tinkerer}{Once per session, may reroll any 1 Mechanics check.}{true}{}
} },%
{niman technique}{ {niman technique}:{
\swtalent{Niman Technique}{When making a Lightsaber skill check, the character may use Willpower instead of Brawn}{}{true} \swtalent{Niman Technique}{When making a Lightsaber skill check, the character may use Willpower instead of Brawn}{}{true}
} },%
{nobody's fool}{ {nobody's fool}:{
\swtalent{Nobody's Fool}{May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of 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}{ {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} \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}{ {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} \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}{ {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}{}{} \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}{ {parry}:{
\swtalent{Parry}{When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.}{true}{} \swtalent{Parry}{When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.}{true}{}
} },%
{physician}{ {physician}:{
\swtalent{Physician}{When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of 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}{ {plausible deniability}:{
\swtalent{Plausible Deniability}{Remove \setback{} per rank of Plausible Deniability from Coercion and Deception checks.}{}{} \swtalent{Plausible Deniability}{Remove \setback{} per rank of Plausible Deniability from Coercion and Deception checks.}{}{}
} },%
{point blank}{ {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}{}{} \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}{ {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}{} \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}{ {preemptive avoidance}:{
\swtalent{Preemptive Avoidance}{May spend I Destiny Point to disengage from engaged enemy as an out-of-turn incidental.}{true}{true} \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}{ {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.}{}{} \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}{ {quick draw}:{
\swtalent{Quick Draw}{Once per round, draw or holster a weapon or accessible item as an incidental}{true}{} \swtalent{Quick Draw}{Once per round, draw or holster a weapon or accessible item as an incidental}{true}{}
} },%
{quick movement}{ {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} \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}{ {quick strike}:{
\swtalent{Quick Strike}{Add \boost{} per rank of Quick Strike to combat checks against targets that have not acted yet this encounter}{}{} \swtalent{Quick Strike}{Add \boost{} per rank of Quick Strike to combat checks against targets that have not acted yet this encounter}{}{}
} },%
{rapid reaction}{ {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}{} \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}{ {rapid recovery}:{
\swtalent{Rapid Recovery}{When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.}{}{} \swtalent{Rapid Recovery}{When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.}{}{}
} },%
{reflect}{ {reflect}:{
\swtalent{Reflect}{When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.}{true}{true} \swtalent{Reflect}{When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.}{true}{true}
} },%
{researcher}{ {researcher}:{
\swtalent{Researcher}{Remove \setback{} per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.}{}{} \swtalent{Researcher}{Remove \setback{} per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.}{}{}
} },%
{resist disarm}{ {resist disarm}:{
\swtalent{Resist Disarm}{Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.}{true}{} \swtalent{Resist Disarm}{Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.}{true}{}
} },%
{saber swarm}{ {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} \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}{ {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} \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}{ {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} \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}{ {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}{} \swtalent{Second Wind}{Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.}{true}{}
} },%
{sense advantage}{ {sense advantage}:{
\swtalent{Sense Advantage}{Once per session, may add \setback{}\setback{} to 1 N PCs skill check.}{true}{true} \swtalent{Sense Advantage}{Once per session, may add \setback{}\setback{} to 1 N PCs skill check.}{true}{true}
} },%
{sense danger}{ {sense danger}:{
\swtalent{Sense Danger}{Once per game, remove \setback{}\setback{} from any 1 check.}{true}{true} \swtalent{Sense Danger}{Once per game, remove \setback{}\setback{} from any 1 check.}{true}{true}
} },%
{sense emotions}{ {sense emotions}:{
\swtalent{Sense Emotions}{Add \boost{} to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.}{}{true} \swtalent{Sense Emotions}{Add \boost{} to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.}{}{true}
} },%
{share pain}{ {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} \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}{ {shien technique}:{
\swtalent{Shien Technique}{When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn.}{}{true} \swtalent{Shien Technique}{When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn.}{}{true}
} },%
{shroud}{ {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} \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}{ {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}{} \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}{ {sixth sense}:{
\swtalent{Sixth Sense}{Gain + 1 ranged defense.}{}{} \swtalent{Sixth Sense}{Gain + 1 ranged defense.}{}{}
} },%
{skilled jockey}{ {skilled jockey}:{
\swtalent{Skilled Jockey}{Remove \setback{} per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks the character attempts.}{}{} \swtalent{Skilled Jockey}{Remove \setback{} per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks the character attempts.}{}{}
} },%
{sleight of mind}{ {sleight of mind}:{
\swtalent{Sleight of Mind}{Add \boost{} to all Stealth checks unless the opposition is immune to Force powers.}{}{true} \swtalent{Sleight of Mind}{Add \boost{} to all Stealth checks unless the opposition is immune to Force powers.}{}{true}
} },%
{slippery minded}{ {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} \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}{ {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}{} \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}{ {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}{} \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}{ {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}{} \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}{ {solid repairs}:{
\swtalent{Solid Repairs}{When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of 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}{ {soresu technique}:{
\swtalent{Soresu Technique}{When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.}{}{true} \swtalent{Soresu Technique}{When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.}{}{true}
} },%
{spare clip}{ {spare clip}:{
\swtalent{Spare Clip}{Cannot run out of ammo due to \despair{}. Items with Limited Ammo quality run out of ammo as normal.}{}{} \swtalent{Spare Clip}{Cannot run out of ammo due to \despair{}. Items with Limited Ammo quality run out of ammo as normal.}{}{}
} },%
{stalker}{ {stalker}:{
\swtalent{Stalker}{Add \boost{} per rank of stalker to all Stealth and Coordination checks.}{}{} \swtalent{Stalker}{Add \boost{} per rank of stalker to all Stealth and Coordination checks.}{}{}
} },%
{steely nerves}{ {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}{} \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}{ {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.}{}{} \swtalent{Stimpack Specialization}{Stimpacks heal 1 additional wound per rank of Stimpack Specialization.}{}{}
} },%
{strategic form}{ {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} \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}{ {street smarts}:{
\swtalent{Street Smarts}{Remove \setback{} per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.}{}{} \swtalent{Street Smarts}{Remove \setback{} per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.}{}{}
} },%
{stunning blow}{ {stunning blow}:{
\swtalent{Stunning Blow}{When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.}{true}{} \swtalent{Stunning Blow}{When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.}{true}{}
} },%
{sum djem}{ {sum djem}:{
\swtalent{Sum Djem}{May spend \triumph{} or \advantage{}\advantage{} with successful Lightsaber check to disarm opponent.}{}{true} \swtalent{Sum Djem}{May spend \triumph{} or \advantage{}\advantage{} with successful Lightsaber check to disarm opponent.}{}{true}
} },%
{supreme parry}{ {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} \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}{ {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} \swtalent{Supreme Reflect}{If the user did not make a combat check during previous turn, may suffer 1 strain to use Reflect.}{}{true}
} },%
{surgeon}{ {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.}{}{} \swtalent{Surgeon}{When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of surgeon.}{}{}
} },%
{swift}{ {swift}:{
\swtalent{Swift}{Does not suffer usual penalties for moving through difficult terrain.}{}{} \swtalent{Swift}{Does not suffer usual penalties for moving through difficult terrain.}{}{}
} },%
{targeted blow}{ {targeted blow}:{
\swtalent{Targeted Blow}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one}{true}{} \swtalent{Targeted Blow}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one}{true}{}
} },%
{technical aptitude}{ {technical aptitude}:{
\swtalent{Technical Aptitude}{Reduce time needed to complete Computers-relat-ed tasks by 25\% per rank.}{}{} \swtalent{Technical Aptitude}{Reduce time needed to complete Computers-relat-ed tasks by 25\% per rank.}{}{}
} },%
{terrify}{ {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} \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}{ {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} \swtalent{The Force is My Ally}{Once per session, may suffer 2 strain to perform Force power action as maneuver.}{true}{true}
} },%
{tinkerer}{ {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}{}{} \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}{ {touch of fate}:{
\swtalent{Touch of Fate}{Once per session, add \boost{}\boost{} to any one check.}{true}{true} \swtalent{Touch of Fate}{Once per session, add \boost{}\boost{} to any one check.}{true}{true}
} },%
{toughened}{ {toughened}:{
\swtalent{Toughened}{Gain +2 wound threshold.}{}{} \swtalent{Toughened}{Gain +2 wound threshold.}{}{}
} },%
{tricky target}{ {tricky target}:{
\swtalent{Tricky Target}{Count vehicle or starship piloted as having a silhouette I lower when being attacked.}{}{} \swtalent{Tricky Target}{Count vehicle or starship piloted as having a silhouette I lower when being attacked.}{}{}
} },%
{uncanny reactions}{ {uncanny reactions}:{
\swtalent{Uncanny Reactions}{Add \boost{} per rank of Uncanny Reactions to all Vigilance checks.}{}{true} \swtalent{Uncanny Reactions}{Add \boost{} per rank of Uncanny Reactions to all Vigilance checks.}{}{true}
} },%
{uncanny senses}{ {uncanny senses}:{
\swtalent{Uncanny Senses}{Add \boost{} per rank of Uncanny Reactions to all Perception checks.}{}{true} \swtalent{Uncanny Senses}{Add \boost{} per rank of Uncanny Reactions to all Perception checks.}{}{true}
} },%
{unity assault}{ {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} \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}{ {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}{} \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}{ {well rounded}:{
\swtalent{Well Rounded}{Choose any 2 skills. They permanently become career skills.}{}{} \swtalent{Well Rounded}{Choose any 2 skills. They permanently become career skills.}{}{}
} }
} }
}

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talent trees/colonist.tex Normal file
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\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}

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\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}

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\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}

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\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}

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\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}

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\input{star-wars-formatting.sty} \input{star-wars-formatting.sty}
\begin{document} \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/consular.tex}
% \input{talent trees/explorer.tex}
% \input{talent trees/guardian.tex} % \input{talent trees/guardian.tex}
% \input{talent trees/hired gun.tex}
% \input{talent trees/mystic.tex} % \input{talent trees/mystic.tex}
% \input{talent trees/seeker.tex} % \input{talent trees/seeker.tex}
% \input{talent trees/sentinel.tex} % \input{talent trees/sentinel.tex}
% \input{talent trees/smuggler.tex}
% \input{talent trees/technician.tex}
% \input{talent trees/warrior.tex} % \input{talent trees/warrior.tex}
% \input{talent trees/universal.tex} % \input{talent trees/universal.tex}
\ifthenelse{\equal{\undeffed}{}}{}{
\newpage%
\tn%
{\huge Undefined talents (\arabic{undeffed})}
\large\undeffed{}
}
\end{document} \end{document}