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This commit is contained in:
@@ -5,6 +5,8 @@
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\usepackage{xstring}
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\usepackage{xstring}
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\usepackage{multirow}
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\usepackage{multirow}
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\usepackage{forloop}
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\usepackage{forloop}
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\usepackage{xparse}
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\usepackage{multicol}
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\usetikzlibrary {shapes.multipart,shapes.misc,shapes.symbols,calc,positioning,fit}
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\usetikzlibrary {shapes.multipart,shapes.misc,shapes.symbols,calc,positioning,fit}
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@@ -18,6 +20,11 @@
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\newfontfamily{\ltn}{Elektra Light Pro}
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\newfontfamily{\ltn}{Elektra Light Pro}
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\DeclareTextFontCommand{\textltn}{\ltn}
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\DeclareTextFontCommand{\textltn}{\ltn}
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\newcounter{undeffed}
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\setcounter{undeffed}{0}
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\setlength{\parindent}{0pt}
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\makeatletter
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\makeatletter
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\NewDocumentCommand {\getnodedimen} {O{\nodewidth} O{\nodeheight} m} {
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\NewDocumentCommand {\getnodedimen} {O{\nodewidth} O{\nodeheight} m} {
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\begin{pgfinterruptboundingbox}
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\begin{pgfinterruptboundingbox}
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@@ -28,6 +35,13 @@
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\end{pgfinterruptboundingbox}
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\end{pgfinterruptboundingbox}
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\pgfgetlastxy{#1}{#2}
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\pgfgetlastxy{#1}{#2}
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}
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}
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\let\@var\@empty
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\newcommand{\append}[1]{\addtocounter{undeffed}{1}\xdef\@var{\@var #1} }
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% Another variant with kernel \g@addto@macro
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\newcommand{\appendother}[1]{\g@addto@macro{\@var}{#1}}
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\newcommand{\undeffed}{\@var}
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\makeatother
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\makeatother
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\newlength{\textlength}
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\newlength{\textlength}
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@@ -1,523 +1,592 @@
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\let\XstringIfStrEqCase\IfStrEqCase
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\ExplSyntaxOn
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\renewcommand\IfStrEqCase[2]{%
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\NewDocumentCommand{\DefineDictionary}{mm}
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\XstringIfStrEqCase{#1}{%
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{
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#2%
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\arclupus_dict_def:nn { #1 } { #2 }
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{#1}{\swtalent{#1}{}{}{}}%
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}%
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}
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}
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\newcommand{\talent}[1]{
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\seq_new:N \l__arclupus_dict_temp_seq
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\IfStrEqCase{#1}{
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{against all odds}{
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\cs_new_protected:Nn \arclupus_dict_def:nn
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{
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\prop_gclear_new:c { g_arclupus_#1_dict_prop }
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\clist_map_inline:nn { #2 }
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{
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\__arclupus_dict_add:nn { #1 } { ##1 }
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}
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\cs_new:cpn { #1 } ##1 { \prop_item:cf { g_arclupus_#1_dict_prop } { ##1 } }
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}
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\cs_new_protected:Nn \__arclupus_dict_add:nn
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{
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\seq_set_split:NVn \l__arclupus_dict_temp_seq \c_colon_str { #2 }
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\prop_gput:cxx { g_arclupus_#1_dict_prop }
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{
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\seq_item:Nn \l__arclupus_dict_temp_seq { 1 }
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}
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{
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\seq_item:Nn \l__arclupus_dict_temp_seq { 2 }
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}
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}
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\cs_generate_variant:Nn \seq_set_split:Nnn { NV }
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\cs_generate_variant:Nn \prop_gput:Nnn { cxx }
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\cs_generate_variant:Nn \prop_item:Nn { cf }
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\ExplSyntaxOff
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\newcommand{\talent}[1]{%
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\def\tmptalent{\expandafter\talentdict{#1}}
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\ifthenelse{\equal{\tmptalent}{}}{%
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\IfSubStr{\undeffed}{#1}{}{\append{\\ #1}}%
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\swtalent{#1}{}{}{}%
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}{%
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\tmptalent%
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}
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}
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\DefineDictionary{talentdict}{%
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{against all odds}:{
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\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}
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\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}
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}
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},%
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{anatomy lessons}{
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{anatomy lessons}:{
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\swtalent{Anatomy Lessons}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.}{true}{}
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\swtalent{Anatomy Lessons}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.}{true}{}
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}
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},%
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{animal bond}{
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{animal bond}:{
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\swtalent{Animal Bond}{Develop long-term bond with single animal of silhou ette no greater than half Force rating rounded down.}{}{true}
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\swtalent{Animal Bond}{Develop long-term bond with single animal of silhou ette no greater than half Force rating rounded down.}{}{true}
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}
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},%
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{animal empathy}{
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{animal empathy}:{
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\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}
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\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}
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}
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},%
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{armor master}{
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{armor master}:{
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\swtalent{Armor Master}{When wearing armor, increase total soak value by 1.}{}{}
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\swtalent{Armor Master}{When wearing armor, increase total soak value by 1.}{}{}
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}
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},%
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{ataru technique}{
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{ataru technique}:{
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\swtalent{Ataru Technique}{When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.}{}{true}
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\swtalent{Ataru Technique}{When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.}{}{true}
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}
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},%
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{balance}{
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{bacta specialist}:{
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\swtalent{Bacta Specialist}{Patients regain 1 additional wound per rank of Bacta Specialist when they recover wounds from bacta tanks or long term}{}{}
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},%
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{balance}:{
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\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}
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\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}
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}
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},%
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{blooded}{
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{blooded}:{
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\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.}{}{}
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\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.}{}{}
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}
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},%
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{body guard}{
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{body guard}:{
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\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}{}
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\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}{}
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}
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},%
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{brace}{
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{brace}:{
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\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}{}
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\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}{}
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}
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},%
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{calming aura}{
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{calming aura}:{
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\swtalent{Calming Aura}{When an opponent targets character with a Force power, reduce \forcepoint{} generated by 1.}{}{true}
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\swtalent{Calming Aura}{When an opponent targets character with a Force power, reduce \forcepoint{} generated by 1.}{}{true}
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}
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},%
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{center of being}{
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{center of being}:{
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\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}
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\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}
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}
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},%
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{circle of shelter}{
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{circle of shelter}:{
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\swtalent{Circle of Shelter}{When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.}{}{true}
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\swtalent{Circle of Shelter}{When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.}{}{true}
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}
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},%
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{codebreaker}{
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{codebreaker}:{
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\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.}{}{}
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\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.}{}{}
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}
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},%
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{command}{
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{command}:{
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\swtalent{Command}{Add \boost{} per rank of Command when making Leadership checks. Affected targets add \boost{} to Discipline checks for next 24 hours.}{}{}
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\swtalent{Command}{Add \boost{} per rank of Command when making Leadership checks. Affected targets add \boost{} to Discipline checks for next 24 hours.}{}{}
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}
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},%
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{comprehend technology}{
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{comprehend technology}:{
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\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}
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\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}
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}
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},%
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{commanding presence}{
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{commanding presence}:{
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\swtalent{Commanding Presence}{Remove \setback{} per rank of Commanding Presence from Leadership and Cool checks.}{}{}
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\swtalent{Commanding Presence}{Remove \setback{} per rank of Commanding Presence from Leadership and Cool checks.}{}{}
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}
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},%
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{conditioned}{
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{conditioned}:{
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\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.}{}{}
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\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.}{}{}
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}
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},%
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{confidence}{
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{confidence}:{
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\swtalent{Confidence}{May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.}{}{}
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\swtalent{Confidence}{May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.}{}{}
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}
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},%
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{contingency plan}{
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{contingency plan}:{
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\swtalent{Contingency Plan}{Spend 1 Destiny Point to recover strain equal to Cunning rating.}{true}{}
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\swtalent{Contingency Plan}{Spend 1 Destiny Point to recover strain equal to Cunning rating.}{true}{}
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}
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},%
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{counterstrike}{
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{counterstrike}:{
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\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}
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\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}
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}
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},%
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{crippling blow}{
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{crippling blow}:{
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\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}{}
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\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}{}
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}
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},%
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{deadly accuracy}{
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{deadly accuracy}:{
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\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}{}{}
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\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}{}{}
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}
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},%
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{dedication}{
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{dedication}:{
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\swtalent{Dedication}{Gain +1 to a single characteristic. This cannot bring a characteristic above 6.}{}{}
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\swtalent{Dedication}{Gain +1 to a single characteristic. This cannot bring a characteristic above 6.}{}{}
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}
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},%
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{defensive circle}{
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{defensive circle}:{
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\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}
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\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}
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}
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},%
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{defensive slicing}{
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{defensive slicing}:{
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\swtalent{Defensive Slicing}{When defending computer systems, add \setback{} per rank of Defensive Slicing to opponents' checks.}{}{}
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\swtalent{Defensive Slicing}{When defending computer systems, add \setback{} per rank of Defensive Slicing to opponents' checks.}{}{}
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}
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},%
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{defensive stance}{
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{defensive stance}:{
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\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}{}
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\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}{}
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}
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},%
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{defensive training}{
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{defensive training}:{
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\swtalent{Defensive Training}{When wielding a Light saber, Melee, or Brawl
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\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}{}{}
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weapon, the weapon gains the Defensive quality with
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},%
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a rating equal to ranks in Defensive Training}{}{}
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{disorient}:{
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}
|
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{disorient}{
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\swtalent{Disorient}{After hitting with combat check, may spend \advantage{}\advantage{} to disorient target for number of rounds equal to ranks in Disorient}{}{}
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\swtalent{Disorient}{After hitting with combat check, may spend \advantage{}\advantage{} to disorient target for number of rounds equal to ranks in Disorient}{}{}
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}
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},%
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{disruptive strike}{
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{disruptive strike}:{
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\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}
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}
|
},%
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{djem so deflection}{
|
{djem so deflection}:{
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\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}
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}
|
},%
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{dodge}{
|
{dodge}:{
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\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}{}
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}
|
},%
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{draw closer}{
|
{draw closer}:{
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\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}
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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}
|
},%
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||||||
}
|
{duelist's training}:{
|
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{duelist's training}{
|
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\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.}{}{}
|
||||||
}
|
},%
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{durable}{
|
{durable}:{
|
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\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.}{}{}
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||||||
}
|
},%
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{enduring}{
|
{enduring}:{
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\swtalent{Enduring}{Gain + 1 soak value.}{}{}
|
\swtalent{Enduring}{Gain + 1 soak value.}{}{}
|
||||||
}
|
},%
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{enhanced leader}{
|
{enhanced leader}:{
|
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\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.}{}{}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
88
talent trees/colonist.tex
Normal file
88
talent trees/colonist.tex
Normal file
@@ -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}
|
||||||
88
talent trees/explorer.tex
Normal file
88
talent trees/explorer.tex
Normal file
@@ -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}
|
||||||
88
talent trees/hired gun.tex
Normal file
88
talent trees/hired gun.tex
Normal file
@@ -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}
|
||||||
88
talent trees/smuggler.tex
Normal file
88
talent trees/smuggler.tex
Normal file
@@ -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}
|
||||||
88
talent trees/technician.tex
Normal file
88
talent trees/technician.tex
Normal file
@@ -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}
|
||||||
BIN
talent-trees.pdf
BIN
talent-trees.pdf
Binary file not shown.
@@ -2,12 +2,24 @@
|
|||||||
\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}
|
||||||
|
|||||||
Reference in New Issue
Block a user