This commit is contained in:
2023-01-21 23:27:28 +01:00
parent dfabfb91c1
commit 88627a4d75
13 changed files with 230 additions and 39 deletions

View File

@@ -47,7 +47,7 @@
\swtalent{Adaptable}{When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove \despair{} from the check or remove \threat{} equal to their ranks in Cool from the check.}{true}{true}
},%
{against all odds}:{
\swtalent{Against All Odds}{When incapacitated, perform Against All Odds action; making Hard (\difficulty\difficulty\difficulty) Resilience check with \force{} equal to Force rating. Heal wounds equal to \success{}. Spend \forcepoint{} to add \success{}.}{true}{true}
\swtalent{Against All Odds}{When incapacitated, perform Against All Odds action; making \hard Resilience check with \force{} equal to Force rating. Heal wounds equal to \success{}. Spend \forcepoint{} to add \success{}.}{true}{true}
},%
{anatomy lessons}:{
\swtalent{Anatomy Lessons}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.}{true}{}
@@ -74,13 +74,13 @@
\swtalent{Ataru Technique}{When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.}{}{true}
},%
{backroom deal}:{
\swtalent{Backroom Deal}{Once per encounter, make a Hard (\difficulty\difficulty\difficulty) Negotiation check to reveal how previously unknown dealings have a meaningful impact on the current scene.}{true}{}
\swtalent{Backroom Deal}{Once per encounter, make a \hard Negotiation check to reveal how previously unknown dealings have a meaningful impact on the current scene.}{true}{}
},%
{bacta specialist}:{
\swtalent{Bacta Specialist}{Patients regain 1 additional wound per rank of Bacta Specialist when they recover wounds from bacta tanks or long term}{}{}
},%
{bad motivator}:{
\swtalent{Bad Motivator}{Once per session, may take a Bad Motivator action: make a Hard (\difficulty\difficulty\difficulty) Mechanics check to cause one targeted device to spontaneously fail.}{true}{}
\swtalent{Bad Motivator}{Once per session, may take a Bad Motivator action: make a \hard Mechanics check to cause one targeted device to spontaneously fail.}{true}{}
},%
{balance}:{
\swtalent{Balance}{When the character recovers strain at the end of the encounter, he may add \force{} per Force rating. He recov ers additional strain equal to \forcepoint{} generated}{true}{true}
@@ -97,6 +97,9 @@
{barrel roll - supreme}:{
\swtalent{Supreme Barrel Roll}{When using Barrel Roll against certain weapons, may spend \despair{} or \threat{}\threat{}\threat{} to inflict one hit on an enemy vehicle within close range, dealing base damage of the original attack.}{true}{}
},%
{basic combat training}:{
\swtalent{Basic Combat Training}{Brawl and Ranged (Light) become career skills.}{}{}
},%
{beginner's luck}:{
\swtalent{Beginner's Luck}{Once per session when the character makes a check, may add \success{} equal to the number of light side Destiny Points in the Destiny pool to the results.}{true}{true}
},%
@@ -167,7 +170,7 @@
\swtalent{Confidence}{May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.}{}{}
},%
{consider our options}:{
\swtalent{Consider Our Options}{Take the Consider Our Options action: make a Hard (\difficulty\difficulty\difficulty) Negotiation check. Until the character's next turn, a character who attacks them first suffers 2 strain, plus 1 strain per \success{}\success{} on the character's check.}{true}{}
\swtalent{Consider Our Options}{Take the Consider Our Options action: make a \hard Negotiation check. Until the character's next turn, a character who attacks them first suffers 2 strain, plus 1 strain per \success{}\success{} on the character's check.}{true}{}
},%
{consider our options - improved}:{
\swtalent{Improved Consider Our Options}{Allies within short range may also benefit from Consider Our Options.}{true}{}
@@ -176,7 +179,7 @@
\swtalent{Contingency Plan}{Spend 1 Destiny Point to recover strain equal to Cunning rating.}{true}{}
},%
{contraption}:{
\swtalent{Contraption}{Once per session, take Contraption action; make a Hard (\difficulty\difficulty\difficulty) Mechanics check to fashion a device to solve a current problem using just the tools and parts on hand.}{true}{}
\swtalent{Contraption}{Once per session, take Contraption action; make a \hard Mechanics check to fashion a device to solve a current problem using just the tools and parts on hand.}{true}{}
},%
{convincing demeanor}:{
\swtalent{Convincing Demeanor}{Remove \setback{} per rank of Convincing Demeanor from Deception or Skulduggery checks.}{}{}
@@ -187,6 +190,9 @@
{counterstrike}:{
\swtalent{Counterstrike}{When an attack misses the character and generates \despair{} or \threat{}\threat{} may upgrade next Lightsaber (Cunning) check against attacker during enounter once.}{}{true}
},%
{creative killer}:{
\swtalent{Creative Killer}{Reduce the crit rating of improvised weapons by 2 (to a minimum of 1).}{}{}
},%
{crippling blow}:{
\swtalent{Crippling Blow}{Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.}{true}{}
},%
@@ -203,7 +209,7 @@
\swtalent{Dedication}{Gain +1 to a single characteristic. This cannot bring a characteristic above 6.}{}{}
},%
{defensive circle}:{
\swtalent{Defensive Circle}{May take the Defensive Circle action, making a Hard (\difficulty\difficulty\difficulty) Lightsaber (Intellect) check. The character, plus one ally within short range per \success{} gains X defense until the beginning of next turn. X equals 1, plus 1 per \advantage{}\advantage{}.}{true}{true}
\swtalent{Defensive Circle}{May take the Defensive Circle action, making a \hard Lightsaber (Intellect) check. The character, plus one ally within short range per \success{} gains X defense until the beginning of next turn. X equals 1, plus 1 per \advantage{}\advantage{}.}{true}{true}
},%
{defensive driving}:{
\swtalent{Defensive Driving}{Increase defense of vehicle or starship being piloted by 1 per rank of Defensive Driving}{}{}
@@ -244,6 +250,9 @@
{durable}:{
\swtalent{Durable}{May reduce any Critical Injury suffered by 10 per rank of Durable, to a minimum of 1.}{}{}
},%
{dynamic fire}:{
\swtalent{Dynamic Fire}{When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1.}{true}{}
},%
{enduring}:{
\swtalent{Enduring}{Gain + 1 soak value.}{}{}
},%
@@ -269,7 +278,7 @@
\swtalent{Falling Avalanche}{Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn}{true}{true}
},%
{familiar suns}:{
\swtalent{Familiar Suns}{Once per session, may perform a Familiar Suns maneuver; make a Hard (\difficulty\difficulty\difficulty) Knowledge (Outer Rim) or (Core Worlds) check to reveal the current type of plan environment and other useful information}{true}{}
\swtalent{Familiar Suns}{Once per session, may perform a Familiar Suns maneuver; make a \hard Knowledge (Outer Rim) or (Core Worlds) check to reveal the current type of plan environment and other useful information}{true}{}
},%
{fearsome}:{
\swtalent{Fearsome}{When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome.}{}{}
@@ -289,12 +298,27 @@
{fine tuning}:{
\swtalent{Fine Tuning}{When repairing system strain on a starship or vehicle, repair 1 additional system strain per rank of Fine Tuning.}{}{}
},%
{fire support}:{
\swtalent{Fire Support}{After the character makes a successful combat check using a vehicle weapon, the next ally to make a check adds \boost{} equal to ranks of Fire Support.}{}{}
},%
{fire when ready}:{
\swtalent{Fire When Ready}{As an action, make a \hard Leadership check. Choose a number of crew equal to Presence, who downgrade the difficulty of their next Gunnery check once, plus once per additional \success{}\success{}}{true}{}
},%
{first among brothers}:{
\swtalent{First Among Brothers}{When the character makes a check that does not generate any \threat{}, the check gains \advantage{} equal to ranks in First among brothers. The character may only spend these additional \advantage{} to affect allied clones.}{}{}
},%
{for the republic!}:{
\swtalent{For the Republic!}{When an ally is incapacitated or killed, the character can make a Daunting (\difficulty\difficulty\difficulty\difficulty) Leadership check. If successful, the ally is not defeated until the end of the following round.}{true}{}
},%
{forager}:{
\swtalent{Forager}{Remove up to \setback{}\setback{} from skill checks to find food, water, or shelter. Survival checks to forage take half the time.}{}{}
},%
{force assault}:{
\swtalent{Force Assault}{Spend \triumph{} or \advantage{}\advantage{}\advantage{} on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as maneuver}{}{true}
},%
{force of will}:{
\swtalent{Force of Will}{Once per session, make one skill check using Willpower rather than the characteristic linked to that skill.}{true}{}
},%
{force protection}:{
\swtalent{Force Protection}{Perform the Force Protection maneuver; suffer 1 strain and commit \force{} up to ranks of Force Protection. Increase soak by number of \force{} committed until beginning of next turn. Suffer 1 strain every turn \force{} remains committed.}{true}{true}
},%
@@ -308,7 +332,7 @@
\swtalent{Frenzied Attack}{When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack}{true}{}
},%
{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 Piloting check to increase a vehicle's top speed by 1 for a number of rounds equal to Cunning.}{true}{}
},%
{full throttle - improved}:{
\swtalent{Improved Full Throttle}{Suffer 1 strain to attempt Full Throttle as a maneuver and decrease its difficulty to Average (\difficulty\difficulty)}{true}{}
@@ -325,6 +349,9 @@
{grit}:{
\swtalent{Grit}{Gain +1 strain threshold.}{}{}
},%
{guardian of the republic}:{
\swtalent{Guardian of the Republic}{After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round.}{}{true}
},
{hard headed}:{
\swtalent{Hard Headed}{When staggered or disoriented, perform the Hard Headed action; make a Daunting (\difficulty\difficulty\difficulty\difficulty) Discipline check to rernove status. Difficulty reduced per rank of Hard Headed.}{true}{}
},%
@@ -349,12 +376,18 @@
{hidden storage}:{
\swtalent{Hidden Storage}{Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage}{}{}
},%
{high-g training}:{
\swtalent{High-G Training}{When a starship or vehicle being piloted would suffer system strain, may suffer strain up to ranks in High-G Training to prevent an equal amount of system strain.}{true}{}
},%
{hold together}:{
\swtalent{Hold Together}{Spend 1 Destiny Point to perform a Hold Together incidental immediately after vehicle or starship takes damage to turn it into system strain}{true}{}
},%
{hunter}:{
\swtalent{Hunter}{Add \setback{} per rank of Hunter to all checks when interacting with beasts or animals (including combat checks). Add +10 to Critical Injury results against beasts or animals per rank of Hunter.}{}{}
},%
{hyperspace assault}:{
\swtalent{Hyperspace Assault}{The character may use Astrogation or Knowledge (Warfare) to determine initiative during an encounter in which they are piloting or commanding a starship and may spend \triumph{} from the check to choose the starting location of allies.}{}{}
},%
{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}
},%
@@ -365,7 +398,7 @@
\swtalent{Insight}{Perception and Discipline become career skills.}{}{true}
},%
{inspiring rhetoric}:{
\swtalent{Inspiring Rhetoric}{Take the Inspiring Rhetoric action; make an Average (\difficulty\difficulty) leadership check. Each \success{} causes 1 ally in close range to recover 1 strain. Spend \advantage{} to cause 1 affected ally to recover 1 additional strain.}{true}{}
\swtalent{Inspiring Rhetoric}{Take the Inspiring Rhetoric action; make an Average (\difficulty\difficulty) Leadership check. Each \success{} causes 1 ally in close range to recover 1 strain. Spend \advantage{} to cause 1 affected ally to recover 1 additional strain.}{true}{}
},%
{inspiring rhetoric - improved}:{
\swtalent{Improved Inspiring Rhetoric}{Each ally affected by Inspiring Rhetoric gains \boost{} on all skill checks for a number of rounds equal to ranks in Leadership}{}{}
@@ -397,6 +430,9 @@
{inventor}:{
\swtalent{Inventor}{When constructing new items or modifying attachments, add \boost{} or remove \setback{} per rank of Inventor}{}{}
},%
{invigorate}:{
\swtalent{Invigorate}{Once per encounter, may add \force{} to a check using Brawn or Agility made by an ally in short range. \lightforce{} add \success{} and \darkforce{} add \threat{}.}{true}{true}
},%
{jump up}:{
\swtalent{Jump Up}{Once per round, may stand from seated or prone as an incidental}{true}{}
},%
@@ -425,7 +461,13 @@
\swtalent{Knowledgeable Healing}{When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology).}{}{}
},%
{known schematic}:{
\swtalent{Known Schematic}{Once per session, may perform the Known Schematic maneuver; make a Hard (\difficulty\difficulty\difficulty) Knowledge (Education) check. Success grants familiarity with a building or ship's design.}{true}{}
\swtalent{Known Schematic}{Once per session, may perform the Known Schematic maneuver; make a \hard Knowledge (Education) check. Success grants familiarity with a building or ship's design.}{true}{}
},%
{lateral thinking}:{
\swtalent{Lateral Thinking}{Once per encounter, spend one Destiny Point to force an enemy to reroll a successful check targeting the character. Does not require a Destiny Point if the enemy is a droid.}{true}{}
},%
{learning opportunity}:{
\swtalent{Learning Opportunity}{Once per round, the character may spend \advantage{}\advantage{}\advantage{} from a check they fail to upgrade the ability of their next check once.}{true}{}
},%
{let's ride}:{
\swtalent{Let's Ride}{Once per round. may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental}{true}{}
@@ -433,6 +475,9 @@
{lethal blows}:{
\swtalent{Lethal Blows}{Add + 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents}{}{}
},%
{leverage}:{
\swtalent{Leverage}{The character removes \setback{} per rank of Leverage from their Cool and Negotiation checks.}{}{}
},%
{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}
},%
@@ -472,6 +517,9 @@
{mental tools}:{
\swtalent{Mental Tools}{Always count as having the right tools for the job when performing Mechanics checks}{}{true}
},%
{mission critical}:{
\swtalent{Mission Critical}{Once per session after rolling a Piloting (Planetary) or Piloting (Space) check but before resolving it, the character may spend a Destiny Point to add \success{} or \advantage{} to the results equal to their ranks in that skill.}{true}{}
},%
{multiple opponents}:{
\swtalent{Multiple Opponents}{Add \boost{} to Lightsaber, Brawl and Melee checks when engaged with multiple opponents.}{}{}
},%
@@ -505,6 +553,9 @@
{natural negotiator}:{
\swtalent{Natural Negotiator}{Once per session, may reroll any 1 Cool or Negotiation check.}{true}{}
},%
{natural operator}:{
\swtalent{Natural Operator}{Once per session, may reroll any 1 Piloting (Planetary) or Piloting (Space) check.}{true}{}
},%
{natural outdoorsman}:{
\swtalent{Natural Outdoorsman}{Once per session, may reroll any 1 Resilience or Survival check.}{true}{}
},%
@@ -523,6 +574,9 @@
{natural tinkerer}:{
\swtalent{Natural Tinkerer}{Once per session, may reroll any 1 Mechanics check.}{true}{}
},%
{natural trooper}:{
\swtalent{Natural Trooper}{Once per session, may reroll any 1 Gunnery or Ranged (Heavy) check.}{true}{}
},%
{niman technique}:{
\swtalent{Niman Technique}{When making a Lightsaber skill check, the character may use Willpower instead of Brawn}{}{true}
},%
@@ -530,7 +584,13 @@
\swtalent{Nobody's Fool}{May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.}{}{}
},%
{now you see me}:{
\swtalent{Now You See Me}{Once per session, take Now You See Me action. Make a Hard (\difficulty\difficulty\difficulty) Deception check to make a number of NPCs equal to Cunning within medium range forget about character.}{true}{true}
\swtalent{Now You See Me}{Once per session, take Now You See Me action. Make a \hard Deception check to make a number of NPCs equal to Cunning within medium range forget about character.}{true}{true}
},%
{on my order}:{
\swtalent{On My Order}{As an action, make a \hard Leadership check. Choose a number of crew equal to Presence, who downgrade the difficulty of their next Gunnery check once, plus once per additional \success{}\success{}}{true}{}
},%
{one person's trash}:{
\swtalent{One Person's Trash}{May make a Perception check in order to locate a particular item at no cost in a location with potential salvage. The difficulty of the check is determined by the item's rarity.}{true}{}
},%
{one with the universe}:{
\swtalent{One with the Universe}{Once per session, meditate, then perform One with the Universe action; make Average (\difficulty\difficulty) Astrogation check. If successful, add \lightforce{} to all Force power checks in next encounter. If successful with \threat{}, add \darkforce{} instead.}{true}{true}
@@ -538,6 +598,9 @@
{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}{}{}
},%
{outmaneuver}:{
\swtalent{Outmaneuver}{As an action, make a \hard Knowledge (Warfare) check. Choose one ship or vehicle per \success{}. Until the end of the character's next turn, the chosen ships must perform one extra maneuver to move.}{true}{}
},%
{overwhelm emotions}:{
\swtalent{Overwhelm Emotions}{May add \force{} per Force Rating to Charm, Coerce or Deceit checks. \lightforce{} and \darkforce{} add \success{} to some checks and \failure{}}{}{true}
},%
@@ -550,6 +613,9 @@
{parry - supreme}:{
\swtalent{Supreme Parry}{If the user did not make a combat check during his previous turn, may suffer 1 strain to use Parry.}{}{true}
},%
{physical training}:{
\swtalent{Physical Training}{Add \boost{} per rank of Physical Training to Athletics and Resilience checks.}{}{}
},%
{physician}:{
\swtalent{Physician}{When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician}{}{}
},%
@@ -571,6 +637,9 @@
{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.}{}{}
},%
{prime positions}:{
\swtalent{Prime Positions}{When this character or an ally in short range takes cover, they both increase their soak against ranged attack by 1 per rank of Prime Positions until they leave that cover.}{}{}
},%
{quick draw}:{
\swtalent{Quick Draw}{Once per round, draw or holster a weapon or accessible item as an incidental}{true}{}
},%
@@ -586,6 +655,9 @@
{rapid recovery}:{
\swtalent{Rapid Recovery}{When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.}{}{}
},%
{ravage}:{
\swtalent{Ravage}{Once per encounter, the character may suffer 3 strain to add \force{} up to their force rating to a combat check targeting an engaged opponent. The character may spend \forcepoint{} to add \success{} or \advantage{} to the check results. Take 1 conflict at the start of each session.}{true}{true}
},%
{redundant systems}:{
\swtalent{Redundant Systems}{Once per session, may take a Redundant Systems action; make an Easy (\difficulty) Mechanics check to harvest components from a functioning device to repair a broken one without breaking the first device}{true}{}
},%
@@ -598,6 +670,9 @@
{reflect - supreme}:{
\swtalent{Supreme Reflect}{If the user did not make a combat check during previous turn, may suffer 1 strain to use Reflect.}{}{true}
},%
{renegade form}:{
\swtalent{Renegade Form}{When the character purchases this talent, they choose one characteristic. They may use this characteristic in place of Brawn when making Lightsaber checks.}{}{true}
},%
{researcher}:{
\swtalent{Researcher}{Remove \setback{} per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.}{}{}
},%
@@ -607,6 +682,9 @@
{resolve}:{
\swtalent{Resolve}{When a character involuntarily suffers strain. he suffers 1 less strain per rank of Resolve, to a minimum of}{}{}
},%
{respected delegate}:{
\swtalent{Respected Delegate}{Downgrade the difficulty of social skill checks mode to interact with government institutions outside of homeworld a number of times equal to ranks in Respected Delegate.}{}{}
},%
{respected scholar}:{
\swtalent{Respected Scholar}{May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.}{}{}
},%
@@ -628,9 +706,18 @@
{scathing tirade - supreme}:{
\swtalent{Supreme Scathing Tirade}{Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.}{true}{}
},%
{scrap 'em!}:{
\swtalent{Scrap 'em!}{On a successful attack, may suffer 2 strain and select allies up to ranks in Leadership, who add \boost{} to attacks against the target until the character's next turn.}{true}{}
},%
{scrap 'em! - improved}:{
\swtalent{Improved Scrap 'em!}{Scrap 'em! affects twice the number of allies, and allies add \boost{}\boost{} to combat checks against the target.}{}{}
},%
{second wind}:{
\swtalent{Second Wind}{Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.}{true}{}
},%
{secrets of the force}:{
\swtalent{Secrets of the Force}{Knowledge (Lore) and Lightsaber become career skills.}{}{}
},%
{sense advantage}:{
\swtalent{Sense Advantage}{Once per session, may add \setback{}\setback{} to 1 N PCs skill check.}{true}{true}
},%
@@ -652,9 +739,15 @@
{shroud}:{
\swtalent{Shroud}{The character may spend 1 Destiny Point to make him self undetectable via Force powers and make his own powers go unnoticed for the remainder of the encounter}{true}{true}
},%
{side by side}:{
\swtalent{Side By Side}{While the character and one or more engaged allies are wielding lightsabers, add \threat{} to all combat checks that target the character or those allies.}{}{true}
},%
{side step}:{
\swtalent{Side Step}{Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for this round. Strain suffered this way cannot exceed ranks in Side Step.}{true}{}
},%
{sincerest flattery}:{
\swtalent{Sincerest Flatery}{Once per encounter when the character makes a check using a skill that another character has previously used during the encounter, they add \boost{}\boost{}.}{true}{}
},%
{sixth sense}:{
\swtalent{Sixth Sense}{Gain + 1 ranged defense.}{}{}
},%
@@ -668,7 +761,7 @@
\swtalent{Sleight of Mind}{Add \boost{} to all Stealth checks unless the opposition is immune to Force powers.}{}{true}
},%
{slippery minded}:{
\swtalent{Slippery Minded}{If under the effects of a Force power, perform the Slippery Minded action; make a Hard (\difficulty\difficulty\difficulty) Deception check to immediately end effects of power}{true}{true}
\swtalent{Slippery Minded}{If under the effects of a Force power, perform the Slippery Minded action; make a \hard Deception check to immediately end effects of power}{true}{true}
},%
{smooth talker}:{
\swtalent{Smooth Talker}{When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend \triumph{} to gain additional \success{} equal to ranks in Smooth Talker.}{true}{}
@@ -682,9 +775,15 @@
{solid repairs}:{
\swtalent{Solid Repairs}{When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of Solid Repairs.}{}{}
},%
{something to prove}:{
\swtalent{Something to Prove}{Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, the character heals 4 strain.}{true}{}
},%
{soresu technique}:{
\swtalent{Soresu Technique}{When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.}{}{true}
},%
{sorry about the mess}:{
\swtalent{Sorry About the Mess}{Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter.}{}{}
},%
{spare clip}:{
\swtalent{Spare Clip}{Cannot run out of ammo due to \despair{}. Items with Limited Ammo quality run out of ammo as normal.}{}{}
},%
@@ -701,7 +800,7 @@
\swtalent{Stim Application}{Take the Stim Application Action; make an Average (\difficulty\difficulty) Medicine check. If successful. 1 engaged ally increases 1 characteristic by 1 for the remainder of the encounter and suffers 4 strain.}{true}{}
},%
{stim application - improved}:{
\swtalent{Improved Stim Application}{When performing Stim Application Action, may increase difficulty of check to Hard (\difficulty\difficulty\difficulty), and target only suffers 1 strain.}{true}{}
\swtalent{Improved Stim Application}{When performing Stim Application Action, may increase difficulty of check to \hard, and target only suffers 1 strain.}{true}{}
},%
{stim application - supreme}:{
\swtalent{Supreme Stim Application}{When performing the Stim Application Action. spend \triumph{} to increase an additional Characteristic by 1}{}{}
@@ -710,7 +809,7 @@
\swtalent{Stimpack Specialization}{Stimpacks heal 1 additional wound per rank of Stimpack Specialization.}{}{}
},%
{strategic form}:{
\swtalent{Strategic Form}{May take the Strategic Form action, making a Hard (\difficulty\difficulty\difficulty) Lightsaber (Intellect) check, rolling \force{} no greater than Force rating. If successful, 1 target within short range may only attack character for 1 round. Spend \forcepoint{} to extend effects for 1 target for 1 round.}{true}{true}
\swtalent{Strategic Form}{May take the Strategic Form action, making a \hard Lightsaber (Intellect) check, rolling \force{} no greater than Force rating. If successful, 1 target within short range may only attack character for 1 round. Spend \forcepoint{} to extend effects for 1 target for 1 round.}{true}{true}
},%
{street smarts}:{
\swtalent{Street Smarts}{Remove \setback{} per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.}{}{}
@@ -733,20 +832,35 @@
{superior reflexes}:{
\swtalent{Superior Reflexes}{Gain +1 melee defense.}{}{}
},%
{supressing fire}:{
\swtalent{Supressing Fire}{Character and allies in short range may spend \advantage{} on failed combat checks once per round to inflict 1 strain per rank in Supressing Fire on the target.}{}{}
},%
{surgeon}:{
\swtalent{Surgeon}{When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of surgeon.}{}{}
},%
{swift}:{
\swtalent{Swift}{Does not suffer usual penalties for moving through difficult terrain.}{}{}
},%
{tactical advance}:{
\swtalent{Tactical Advance}{The character may suffer 2 strain to perform the Tactical Advance incidental. Until the end of the character's next turn, the character and allies within short range may leave cover and continue to receive its benefits.}{true}{}
},%
{tactical advance - improved}:{
\swtalent{Improved Tactical Advance}{The character may spend \advantage{}\advantage{} from any check they make or \threat{}\threat{} from a combat check targeting them to perform the Tactical Advance incidental (instead of suffering strain).}{True}{}
},%
{tactical combat training}:{
\swtalent{Tactical Combat Training}{Melee and Ranged (Heavy) become career skills.}{}{}
},%
{targeted blow}:{
\swtalent{Targeted Blow}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one}{true}{}
},%
{technical aptitude}:{
\swtalent{Technical Aptitude}{Reduce time needed to complete Computers-relat-ed tasks by 25\% per rank.}{}{}
},%
{temple training}:{
\swtalent{Temple Training}{Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to their ranks in Knowledge (Lore).}{true}{true}
},%
{terrify}:{
\swtalent{Terrify}{Take the Terrify action; make a Hard (\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 Coercion check, adding \force{} no greater than Force rating. Disorient one target within medium range per \success. Spend \advantage{}\advantage{} to extend duration and spend \forcepoint{} to immobilize affected target. Take 1 conflict at the start of each session.}{true}{true}
},%
{terrify - improved}:{
\swtalent{Improved Terrify}{Reduce the difficulty of Terrify's check to Average (\difficulty\difficulty) and may spend to stagger an affected target.}{}{true}
@@ -763,6 +877,9 @@
{toughened}:{
\swtalent{Toughened}{Gain +2 wound threshold.}{}{}
},%
{translation error}:{
\swtalent{Translation Error}{Once per encounter, the character may remove \despair{} from the results of a social skill check they make.}{true}{}
},%
{tricky target}:{
\swtalent{Tricky Target}{Count vehicle or starship piloted as having a silhouette I lower when being attacked.}{}{}
},%
@@ -781,15 +898,28 @@
{utility belt}:{
\swtalent{Utility Belt}{Spend 1 Destiny Point to perform a Utility Belt incidental; produce a previously undocumented item or weapon (with restrictions) from a tool belt or a satchel}{true}{}
},%
{utility belt - improved}:{
\swtalent{Improved Utility Belt}{Once per session when the character performs a Utility Belt incidental, they may produce up to five functionally identical items.}{}{}
},%
{utinni!}:{
\swtalent{Utinni!}{Remove \setback{} per rank of Utinni! from checks to find and or scavenge items or gear Such checks take half the time.}{}{}
},%
{valuable facts}:{
\swtalent{Valuable Facts}{Once per encounter, per form Valuable Facts action; make an Average (\difficulty\difficulty) Knowledge check If successful, add \triumph{} to one ally's skill check during the encounter.}{true}{}
},%
{vehicle combat training}:{
\swtalent{Vehicle Combat Training}{Gunnery and Piloting (Planetary) become career skills.}{}{}
},%
{well rounded}:{
\swtalent{Well Rounded}{Choose any 2 skills. They permanently become career skills.}{}{}
},%
{well-traveled}:{
\swtalent{Well-traveled}{Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills.}{}{}
},%
{wheel and deal}:{
\swtalent{Wheel and Deal}{When selling goods legally, gain 10\% more credits per rank of Wheel and Deal.}{}{}
},%
{will of the force}:{
\swtalent{Will of the Force}{Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point.}{true}{true}
}
}