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@@ -73,6 +73,9 @@
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{assault drop}:{
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\swtalent{Assault Drop}{Once per session while piloting a vehicle or ship, the character may perform the Assault Drop incidental. All passengers aboard or allies engaged with the vehicle or ship may immediately disembark or embark as an out-of-turn incidental.}{true}{}
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},%
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{at any cost}:{
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\swtalent{At Any Cost}{May suffer a Critical Injury to reroll a Mass Combat check. At the GM's discretion, may secrifica an item or indidual of personal significance instead.}{true}{}
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},%
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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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},%
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@@ -157,12 +160,21 @@
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{clanker killer}:{
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\swtalent{Clanker Killer}{Before rolling a combat check that targets a droid, remove \boost{} up to the character's rank in Clanker Killer from the pool and add an equal number of \success{} or \advantage{} to the results.}{true}{}
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},%
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{clanker killer - improved}:{
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\swtalent{Improved Clanker Killer}{Decreases the critical rating of Brawl and Melee attacks targeting droids by 1 per rank of Clanker Killer to a minimum of 1.}{}{}
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},%
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{clever commander}:{
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\swtalent{Clever Commander}{May use ranks in Knowledge (Warfare) to upgrade Mass Combat checks instead of ranks in Leadership.}{}{}
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},%
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{clever solution}:{
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\swtalent{Clever Solution}{Once per session, make one skill check using Cunning rather than the characteristic linked to that skill}{true}{}
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},%
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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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},%
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{combat veteran}:{
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\swtalent{Combat Veteran}{The character adds \boost{} to their Brawl and Discipline checks equal to their ranks in Combat Veteran.}{}{}
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},%
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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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},%
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@@ -268,6 +280,9 @@
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{enduring}:{
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\swtalent{Enduring}{Gain + 1 soak value.}{}{}
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},%
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{enduring presence}:{
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\swtalent{Enduring Presence}{Once per session, the character may upgrade a Mass Combat check even if the character is not present or is prevented from communicating with the troops.}{true}{}
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},%
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{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}
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},%
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@@ -346,6 +361,12 @@
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{form on me}:{
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\swtalent{Form on Me}{Allies equal to ranks in Leadership in close range gain the benefits of the Gain the Advantage action.}{}{}
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},%
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{formation tactics}:{
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\swtalent{Formation Tactics}{Make a \hard{} Leadership check. If successful, choose a number of allies within short range equal to \success{}. Upgrade the difficulty of attacks against these allies once until end of character's next turn.}{true}{}
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},%
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{formation tactics - improved}:{
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\swtalent{Improved Formation Tactics}{The difficulty of Formation Tactics is reduced to \average{}. May spend \triumph{} or \advantage{}\advantage{}\advantage{}\advantage{}\advantage{}\advantage{} to have effect last until end of encounter.}{}{}
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},%
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{frenzied attack}:{
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\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}{}
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},%
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@@ -367,6 +388,9 @@
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{gearhead}:{
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\swtalent{Gearhead}{Remove \setback{} per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.}{}{}
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},%
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{get the drop}:{
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\swtalent{Get the Drop}{Once per session, the character and any number of allies in the encounter may add \success{} equal to the character's ranks in Stealth to their checks to determine initiative order.}{true}{}
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},%
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{greased palms}:{
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\swtalent{Greased Palmes}{Before making a social check, may spend up to 50 credits per rank in Greased Palms to upgrade the ability of the check once for every 50 credits spent.}{true}{}
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},%
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@@ -375,7 +399,10 @@
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},%
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{guardian of the republic}:{
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\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}
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},
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},%
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{guns blazing}:{
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\swtalent{Guns Blazing}{As an incidental, suffer 2 strain to avoid increasing the difficulty of a Ranged (Light) check to attack with two weapons.}{true}{}
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},%
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{hard headed}:{
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\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}{}
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},%
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@@ -421,6 +448,9 @@
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{indistinguishable}:{
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\swtalent{Indistinguishable}{Upgrade difficulty of checks to identify character once per rank of Indistinguishable.}{}{}
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},%
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{ingrained loyalty}:{
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\swtalent{Ingrained Loyalty}{When the character makes a Leadership check targeting one or more clones, they may change the result of one \challenge{} to any non-blank face.}{true}{}
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},%
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{insight}:{
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\swtalent{Insight}{Perception and Discipline become career skills.}{}{true}
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},%
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@@ -490,6 +520,12 @@
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{knowledgeable healing}:{
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\swtalent{Knowledgeable Healing}{When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology).}{}{}
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},%
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{known programming}:{
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\swtalent{Known Programming}{Once per session, make a \hard{} Vigilance check to upgrade the difficulty of a certain droid model's checks against the character, plus one ally per \success{} after the first, once for the rest of the encounter.}{true}{}
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},%
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{known programming - improved}:{
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\swtalent{Improved Known Programming}{Allies affected by Known Programming also upgrade the ability of their checks targeting the chosen droid model once.}{}{}
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},%
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{known schematic}:{
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\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}{}
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},%
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@@ -571,6 +607,9 @@
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{natural charmer}:{
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\swtalent{Natural Charmer}{Once per session may re-roll any 1 Charm or Deception check.}{true}{}
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},%
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{natural commando}:{
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\swtalent{Natural Commando}{Once per session, may reroll any 1 Ranged (Light) or Stealth check.}{true}{}
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},%
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{natural doctor}:{
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\swtalent{Natural Doctor}{Once per session may re-roll any 1 Medicine check.}{true}{}
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},%
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@@ -673,6 +712,9 @@
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{powerful blast}:{
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\swtalent{Powerful Blast}{Increase Blast damage dealt by explosives, explosive weapons, and grenades by I per rank of Powerful Blast.}{}{}
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},%
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{practiced strategist}:{
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\swtalent{Practiced Strategist}{Once per session, make an opposed Knowledge (Warfare) check against a leader of enemy forces to gain a narrative advantage.}{true}{}
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},%
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{precise aim}:{
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\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}{}
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},%
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@@ -700,6 +742,9 @@
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{quick strike}:{
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\swtalent{Quick Strike}{Add \boost{} per rank of Quick Strike to combat checks against targets that have not acted yet this encounter}{}{}
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},%
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{rapid fire}:{
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\swtalent{Rapid Fire}{May perform the Rapid Fire incidental. Add the Auto-fire item quality to a ranged (Light) combat check. After resolving the attack, the weapon runs out of ammo.}{true}{}
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},%
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{rapid reaction}:{
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\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}{}
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},%
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@@ -898,6 +943,9 @@
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{surgeon}:{
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\swtalent{Surgeon}{When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of surgeon.}{}{}
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},%
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{survivor's instincts}:{
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\swtalent{Survivor's Instincts}{Once per session on when the character suffers a Critical Injury, spend 1 Destiny Point. Then, the attacker must roll two results for the Critical Injury and the player chooses which will apply to their character.}{true}{}
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},%
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{swift}:{
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\swtalent{Swift}{Does not suffer usual penalties for moving through difficult terrain.}{}{}
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},%
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@@ -910,6 +958,12 @@
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{tactical combat training}:{
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\swtalent{Tactical Combat Training}{Melee and Ranged (Heavy) become career skills.}{}{}
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},%
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{tactical evasion}:{
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\swtalent{Tactical Evasion}{Upgrade the difficulty of ranged combat checks targeting the character a number of times equal to the number of maneuvers they performed to move during this round.}{}{}
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},%
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{tactical planning}:{
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\swtalent{Tactical Planning}{Once per session, the character may substitute a Knowledge (Warfare) skill check for another skill check.}{true}{}
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},%
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{targeted blow}:{
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\swtalent{Targeted Blow}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one}{true}{}
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},%
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