diff --git a/cheat sheet/cheatsheet.tex b/cheat sheet/cheatsheet.tex new file mode 100644 index 0000000..4b02237 --- /dev/null +++ b/cheat sheet/cheatsheet.tex @@ -0,0 +1,102 @@ +\section{BASICS} +\begin{center} +\begin{minipage}[t]{0.48\textwidth} + \subsubsection{SYMBOL KEY} + \begin{center} + \rowcolors{1}{tablecolor1}{tablecolor2} + \begin{tabular}{|m{0.4\textwidth}|} + \hline + \rowcolor{tablecolor3} + {\color[HTML]{FFFFFF}\tn\selectfont{}Dice} \\ \hline + \ability{} Ability Dice \\ \hline + \difficulty{} Difficulty Dice \\ \hline + \boost{} Boost Dice \\ \hline + \setback{} Setback Dice \\ \hline + \proficiency{} Proficiency Dice \\ \hline + \challenge{} Challenge Dice \\ \hline + \force{} Force Dice \\ \hline + \end{tabular} + \quad + \rowcolors{1}{tablecolor1}{tablecolor2} + \begin{tabular}{|m{0.4\textwidth}|} + \hline + \rowcolor{tablecolor3} + {\color[HTML]{FFFFFF}\tn\selectfont{}Symbols} \\ \hline + \success{} Success \\ \hline + \failure{} Failure \\ \hline + \advantage{} Advantage \\ \hline + \threat{} Threat \\ \hline + \triumph{} Triumph \\ \hline + \despair{} Despair \\ \hline + \lightforce\darkforce\forcepoint{} Force\\ \hline + \end{tabular} + + \end{center} + + \subsubsection{DIFFICULTY (EotE. 17)} + + \rowcolors{1}{tablecolor1}{tablecolor2} + \begin{tabular}{|m{0.25\textwidth}|m{0.22\textwidth}|m{0.383\textwidth}|} + \hline + \rowcolor{tablecolor3} + {\color[HTML]{FFFFFF}\tn\selectfont{}Difficulty Level} & {\color[HTML]{FFFFFF}\tn\selectfont{}Dice} & {\color[HTML]{FFFFFF}\tn\selectfont{}Scope} \\\hline + Simple & {\centering -} & Basic and routine. \\ \hline + Easy & \difficulty & Poses little challenge, but something could go wrong. \\ \hline + Average & \difficulty\difficulty & Success expected, but failure is not surprising.\\ \hline + Hard & \difficulty\difficulty\difficulty & Professionals fail as often as they succeed. \\ \hline + Daunting & \difficulty\difficulty\difficulty\difficulty & Pushes Professionals to their limits. \\ \hline + Formidable & \difficulty\difficulty\difficulty\difficulty\difficulty & Nigh impossible. \\ \hline + Impossible & - & With GM permission, spend Story Point to tackle as Formidable. \\ \hline + \end{tabular} + + \subsubsection{UPGRADING/DOWNGRADING DICE (EotE. 21)} + \begin{itemize} + \itemsep0em + \item \textbf{Increase}: Add \difficulty{} or \ability. + \item \textbf{Upgrade}: Convert \difficulty{} to \challenge{} or \ability{} to \proficiency{}. If upgrading is impossible, increase instead. + \item \textbf{Decrease}: Remove \difficulty{} or \ability{}. If only \challenge{} or \proficiency{} are left, ignore additional decreases. + \item \textbf{Downgrade}: Convert \challenge{} to \difficulty{} or \proficiency{} to \ability{}. If only \ability{} or \difficulty{} are left, ignore additional downgrades. + \end{itemize} + + \subsubsection{DESTINY POINTS (EotE. 28)} + There are 2 pools of Destiny Points. The players' and the GM's. The players can use their pool to do things, and the GM can use their pool do similar things. When a story point is used, it is moved to the other pool. + + The points can be used to: + + \begin{itemize} + \itemsep0em + \item Upgrade your own or an ally's roll. + \item Downgrade an opponent's roll. + \item Activate an ability you have. + \item Do anything the GM will allow a Destiny Point to do. + \end{itemize} +\end{minipage} \hfil \hspace{15pt} +\begin{minipage}[t]{0.48\textwidth} + \subsubsection{DICE POOL (EotE. 18)} + + Assembling a dice pool has 4 steps:: + + \begin{enumerate} + \itemsep0em + \item \textbf{Base}: Collect \ability{} equal to the characteristic. + \item \textbf{Upgrade}: Convert an amount of \ability{} equal to your skill rank into \proficiency{}.\\ \textit{Note: If your skill is higher than your characteristic, then use skill for the base and characteristic for the upgrade.} + \item \textbf{Difficulty} GM adds \difficulty{} and \challenge{} depending on the base difficulty of the task. + \item \textbf{Modifiers}: GM, actions, maneuvers or special abilities add \boost{} and \setback{} depending on situation-specific changes to the difficulty of the task. + \end{enumerate} + + \subsubsection{INTERPRETING THE RESULT (EotE. 23)} + \begin{enumerate} + \itemsep0em + \item \textbf{Triumph and Despair}: A \triumph{} symbol on the die counts as both a \success{} and a \triumph{}. A \despair{} symbol on the die counts as both a \failure{} and a \despair{}. + \item \textbf{Cancel out}: + \begin{itemize} + \itemsep0em + \item \advantage{} and \threat{} cancel each other out. + \item \success{} and \failure{} cancel each other out. + \item \triumph{} and \despair{} do \textbf{NOT} cancel each other out. The \success{} and \failure{} they generated do however count as regular \success{} and \failure{}, and can be cancelled out normally. + \end{itemize} + \item If the roll generated more \success{} than \failure{}, you succeed. If it generated the same amount or more \failure{}, you fail. + \item \textbf{Spend} \advantage{}, \triumph{}, \threat{} \textbf{and} \despair{}: In combat, you spend the \advantage{} and \triumph{} and the GM spends the \threat{} and \despair{}. Out of combat, the GM spends it all. + \end{enumerate} +\end{minipage} +\end{center} \ No newline at end of file diff --git a/itcsymbol-bold.otf b/itcsymbol-bold.otf new file mode 100644 index 0000000..112b1eb Binary files /dev/null and b/itcsymbol-bold.otf differ diff --git a/main.pdf b/main.pdf index b55699b..b328689 100644 Binary files a/main.pdf and b/main.pdf differ diff --git a/main.tex b/main.tex index b76aa70..eece5e6 100644 --- a/main.tex +++ b/main.tex @@ -3,6 +3,7 @@ \input{star-wars-formatting.sty} \begin{document} - \input{talent trees/talent-trees.tex} - \input{force powers/force-powers.tex} + \input{cheat sheet/cheatsheet.tex} + % \input{talent trees/talent-trees.tex} + % \input{force powers/force-powers.tex} \end{document} diff --git a/star-wars-formatting.sty b/star-wars-formatting.sty index 3841885..658e485 100644 --- a/star-wars-formatting.sty +++ b/star-wars-formatting.sty @@ -1,3 +1,4 @@ +\usepackage[table,xcdraw]{xcolor} \usepackage{tikz} \usepackage{ifthen} \usepackage[margin=0.4in,bottom=0.2in]{geometry} @@ -8,19 +9,35 @@ \usepackage{xparse} \usepackage{multicol} \usepackage{calc} +\usepackage{titlesec} +\usepackage{ragged2e} \usetikzlibrary {shapes.multipart,shapes.misc,shapes.symbols,calc,positioning,fit,backgrounds} \input{star-wars-icons.sty} \input{star-wars-talents.sty} -\setmainfont{itcsymbol-book.otf} +\setmainfont[BoldFont=itcsymbol-bold.otf]{itcsymbol-book.otf} \newfontfamily{\tn}{Elektra Medium Pro} \DeclareTextFontCommand{\texttn}{\tn} \newfontfamily{\ltn}{Elektra Light Pro} \DeclareTextFontCommand{\textltn}{\ltn} +\definecolor{titlecolor}{HTML}{384d3e} +\definecolor{subtitlecolor}{HTML}{4f2829} +\definecolor{tablecolor1}{HTML}{b0beba} +\definecolor{tablecolor2}{HTML}{FFFFFF} +\definecolor{tablecolor3}{HTML}{384d3e} +\def\arraystretch{1.2} + +\titleformat{\section} + {\fontsize{35pt}{42pt}\tn\color{titlecolor}}{}{0em}{} +\titleformat{\subsection} + {\fontsize{25pt}{30pt}\tn\color{subtitlecolor}}{}{0em}{} +\titleformat{\subsubsection} + {\fontsize{15pt}{18pt}\tn\color{subtitlecolor}}{}{0em}{} + \newcounter{undeffed} \setcounter{undeffed}{0} \newcounter{x} @@ -89,7 +106,8 @@ double, inner xsep=-2pt, inner ysep=0pt, - fill=white + fill=white, + align=left }, talentname/.style={ chamfered rectangle, @@ -201,13 +219,13 @@ (\alph{talentx}\alph{talenty}) { \settowidth{\textlength}{\footnotesize \texttn{{\uppercase{#1}}}}% - \tabular{p{3cm}} - \rule{0pt}{13pt}\\ + \tabular{{>{\raggedright}p{3cm}}} + \vspace*{7pt} \ifdim\nodeheight > 15pt - \rule{0pt}{8pt} \\ + \rule{0pt}{7pt} \\ \fi - \ifdim\nodeheight > 30pt - \rule{0pt}{8pt} \\ + \ifdim\nodeheight > 28pt + \rule{0pt}{7pt} \\ \fi \scriptsize #2 \\ \endtabular diff --git a/star-wars-icons.sty b/star-wars-icons.sty index 49d6928..cd4f10b 100644 --- a/star-wars-icons.sty +++ b/star-wars-icons.sty @@ -6,19 +6,27 @@ \DeclareTextFontCommand{\textsw}{\sw} \newcommand{\icon}[2][black]{% - \textsw{\textcolor{#1}{\char"#2}}% + \hspace{0pt}\raisebox{-1pt}{% + \textsw{\textcolor{#1}{\char"#2}}% + }\hspace{-3pt} } -\newcommand{\iconbig}[2][black]{ - \hspace{-7pt}\raisebox{-3pt}{ +\newcommand{\iconBig}[2][black]{% + \hspace{-2pt}\raisebox{-3pt}{% \textsw{\textcolor{#1}{\Large\char"#2}} - }\hspace{-4pt} + }\hspace{-8pt} } -\newcommand{\iconhuge}[2][black]{ - \hspace{-8pt}\raisebox{-3.5pt}{ - \textsw{\textcolor{#1}{\fontsize{16}{19}\selectfont\char"#2}} - }\hspace{-7pt} +\newcommand{\iconSmall}[2][black]{% + \hspace{0pt}\raisebox{-0.5pt}{% + \textsw{\textcolor{#1}{\char"#2}}% + }\hspace{-2pt} +} + +\newcommand{\iconSmallBig}[2][black]{% + \hspace{-1.5pt}\raisebox{-1.5pt}{% + \textsw{\textcolor{#1}{\small\char"#2}} + }\hspace{-5.8pt} } \definecolor{boostblue}{HTML}{76CDDB} @@ -27,30 +35,46 @@ \definecolor{challengered}{HTML}{751317} \definecolor{proficiencyyellow}{HTML}{FEF035} -\newcommand{\checkbox}{\icon[white]{E93D}} - -\newcommand{\advantage}{\icon{E900}} -\newcommand{\despair}{\icon{E904}} -\newcommand{\failure}{\icon{E905}} -\newcommand{\success}{\icon{E90B}} -\newcommand{\threat}{\icon{E90D}} -\newcommand{\triumph}{\icon{E90F}} +\newcommand{\advantage}{\iconBig{E900}} +\newcommand{\despair}{\iconBig{E904}} +\newcommand{\failure}{\iconBig{E905}} +\newcommand{\success}{\iconBig{E90B}} +\newcommand{\threat}{\iconBig{E90D}} +\newcommand{\triumph}{\iconBig{E90F}} \newcommand{\setback}{\icon[black]{E93D}} \newcommand{\boost}{\icon[boostblue]{E93D}} -\newcommand{\difficulty}{\icon[difficultypurple]{E93F}} -\newcommand{\ability}{\icon[abilitygreen]{E93F}} -\newcommand{\challenge}{\icon[challengered]{E941}} -\newcommand{\proficiency}{\icon[proficiencyyellow]{E941}} -\newcommand{\force}{\icon[black]{E942}} +\newcommand{\difficulty}{\iconBig[difficultypurple]{E93F}} +\newcommand{\ability}{\iconBig[abilitygreen]{E93F}} +\newcommand{\challenge}{\iconBig[challengered]{E941}} +\newcommand{\proficiency}{\iconBig[proficiencyyellow]{E941}} +\newcommand{\force}{\iconBig[black]{E942}} \newcommand{\lightforce}{\icon[black]{E909}} \newcommand{\darkforce}{\icon[black]{E908}} \newcommand{\forcepoint}{\icon[black]{E90A}} +%%% +\newcommand{\checkbox}{\icon[white]{E93D}} + +\newcommand{\advantageSmall}{\iconSmallBig{E900}} +\newcommand{\despairSmall}{\iconSmallBig{E904}} +\newcommand{\failureSmall}{\iconSmallBig{E905}} +\newcommand{\successSmall}{\iconSmallBig{E90B}} +\newcommand{\threatSmall}{\iconSmallBig{E90D}} +\newcommand{\triumphSmall}{\iconSmallBig{E90F}} + +\newcommand{\setbackSmall}{\iconSmall[black]{E93D}} +\newcommand{\boostSmall}{\iconSmall[boostblue]{E93D}} +\newcommand{\difficultySmall}{\iconSmallBig[difficultypurple]{E93F}} +\newcommand{\abilitySmall}{\iconSmallBig[abilitygreen]{E93F}} +\newcommand{\challengeSmall}{\iconSmallBig[challengered]{E941}} +\newcommand{\proficiencySmall}{\iconSmallBig[proficiencyyellow]{E941}} +\newcommand{\forceSmall}{\iconSmallBig[black]{E942}} + \newcommand{\simple}{Simple (-)} -\newcommand{\easy}{Easy (\difficulty)} -\newcommand{\average}{Average (\difficulty\difficulty)} -\newcommand{\hard}{Hard (\difficulty\difficulty\difficulty)} -\newcommand{\daunting}{Daunting (\difficulty\difficulty\difficulty\difficulty)} -\newcommand{\formidable}{Daunting (\difficulty\difficulty\difficulty\difficulty\difficulty)} +\newcommand{\easy}{Easy (\difficultySmall)} +\newcommand{\average}{Average (\difficultySmall\difficultySmall)} +\newcommand{\hard}{Hard (\difficultySmall\difficultySmall\difficultySmall)} +\newcommand{\daunting}{Daunting (\difficultySmall\difficultySmall\difficultySmall\difficultySmall)} +\newcommand{\formidable}{Daunting (\difficultySmall\difficultySmall\difficultySmall\difficultySmall\difficultySmall)} diff --git a/star-wars-talents.sty b/star-wars-talents.sty index 141e5e2..b776f40 100644 --- a/star-wars-talents.sty +++ b/star-wars-talents.sty @@ -47,10 +47,10 @@ \swtalent{A Step Ahead}{Once per session, the character may suffer 2 strain in order to count their Cunning as one higher than normal for the remainder of the encounter.}{true}{}{} },% {adaptable}:{ - \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}{} + \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 \despairSmall{} from the check or remove \threatSmall{} 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{} 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 \forceSmall{} equal to Force rating. Heal wounds equal to \successSmall{}. Spend \forcepoint{} to add \successSmall{}.}{true}{true}{} },% {all-terrain driver}:{ \swtalent{All-Terrain Driver}{Do not suffer usual penalties for driving through difficult terrain when using Piloting (Planetary).}{}{}{} @@ -59,7 +59,7 @@ \swtalent{Altered Deal}{Once per session may take the Altered Deal action and make \hard{} Coercion check to radically change a previously made deal or bargain to the character's advantage.}{true}{}{} },% {analyze data}:{ - \swtalent{Analyze Data}{Once per session after capturing enemy data, the character may perform the Analyze Data action to make an \average{} Knowledge (Warfare) check. Once during the remainder of the session they may then add \success{} equal to ranks in Knowledge (Warfare) to one check related to that data.}{true}{}{} + \swtalent{Analyze Data}{Once per session after capturing enemy data, the character may perform the Analyze Data action to make an \average{} Knowledge (Warfare) check. Once during the remainder of the session they may then add \successSmall{} equal to ranks in Knowledge (Warfare) to one check related to that data.}{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}{}{} @@ -68,7 +68,7 @@ \swtalent{Animal Bond}{Develop long-term bond with single animal of silhouette no greater than half Force rating rounded down.}{}{true}{} },% {animal empathy}:{ - \swtalent{Animal Empathy}{When making checks to handle or tame animals, add \force{} no greater than Force rating to the check. Spend \forcepoint{} to add \success{} or \advantage{} to the check.}{}{true}{} + \swtalent{Animal Empathy}{When making checks to handle or tame animals, add \forceSmall{} no greater than Force rating to the check. Spend \forcepoint{} to add \successSmall{} or \advantageSmall{} to the check.}{}{true}{} },% {another's treasure}:{ \swtalent{Another's Treasure}{The condition of an item does not affect the price the character receives when selling it. In addition, the character can always find a buyer for an item, no matter its condition or apparent value.}{}{}{} @@ -80,7 +80,7 @@ \swtalent{Improved Armor Master}{When wearing armor with a soak value of 2 or higher, increase defense by 1}{}{}{} },% {as the force wills it}:{ - \swtalent{As the Force Wills It}{May make an \easy{} Knowledge (Lore) check to heal strain at the end of an encounter. \triumph{} can be spent to heal all strain.}{}{}{} + \swtalent{As the Force Wills It}{May make an \easy{} Knowledge (Lore) check to heal strain at the end of an encounter. \triumphSmall{} can be spent to heal all strain.}{}{}{} },% {assault drop}:{ \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}{}{} @@ -98,16 +98,16 @@ \swtalent{Bacta Specialist}{Patients regain 1 additional wound per rank of Bacta Specialist when they recover wounds from bacta tanks or long term}{}{}{true} },% {bad cop}:{ - \swtalent{Bad Cop}{May spend \advantage\advantage{} from a Deception or Coercion check to upgrade ability of a single ally's subsequent social interaction check against the target a number of times equal to ranks in Bad Cop.}{}{}{true} + \swtalent{Bad Cop}{May spend \advantageSmall\advantageSmall{} from a Deception or Coercion check to upgrade ability of a single ally's subsequent social interaction check against the target a number of times equal to ranks in Bad Cop.}{}{}{true} },% {bad motivator}:{ \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}{}{} },% {bad press}:{ - \swtalent{Bad Press}{Once per session, choose an organization and make a \hard{} Deception check. On a success, organization members have their wound thresholds reduced by 1, plus 1 per \success{}\success{}\success{} until the end of the session.}{true}{}{} + \swtalent{Bad Press}{Once per session, choose an organization and make a \hard{} Deception check. On a success, organization members have their wound thresholds reduced by 1, plus 1 per \successSmall{}\successSmall{}\successSmall{} until the end of the session.}{true}{}{} },% {balance}:{ - \swtalent{Balance}{When the character recovers strain at the end of the encounter, they may add \force{} per Force rating. they recover additional strain equal to \forcepoint{} generated}{true}{true}{} + \swtalent{Balance}{When the character recovers strain at the end of the encounter, they may add \forceSmall{} per Force rating. they recover additional strain equal to \forcepoint{} generated}{true}{true}{} },% {barrage}:{ \swtalent{Barrage}{Add 1 damage per rank of Barrage to 1 hit of successful attack while using Ranged (Heavy) or Gunnery skills at long or extreme range.}{}{}{true} @@ -119,16 +119,16 @@ \swtalent{Improved Barrel Roll}{When the character takes the Barrel Roll Incidental, reduce the damage of all hits of the attack by ranks in Piloting.}{}{}{} },% {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}{}{} + \swtalent{Supreme Barrel Roll}{When using Barrel Roll against certain weapons, may spend \despairSmall{} or \threatSmall{}\threatSmall{}\threatSmall{} 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.}{}{}{} },% {beast wrangler}:{ - \swtalent{Beast Wrangler}{Add \boost{} per rank of Beast Wrangler to checks to tame or wrangle creatures.}{}{}{true} + \swtalent{Beast Wrangler}{Add \boostSmall{} per rank of Beast Wrangler to checks to tame or wrangle creatures.}{}{}{true} },% {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}{} + \swtalent{Beginner's Luck}{Once per session when the character makes a check, may add \successSmall{} equal to the number of light side Destiny Points in the Destiny pool to the results.}{true}{true}{} },% {black market contacts}:{ \swtalent{Black Market Contacts}{When purchasing illegal goods, may reduce rarity by 1 per rank of Black Market Contacts, increasing cost by 50 percent of base cost per reduction}{true}{}{true} @@ -137,10 +137,10 @@ \swtalent{Blackmail}{When an NPC exceeds their strain threshold, may spend 1 Destiny Point to convince that NPC to perform a single task of choice instead.}{true}{}{} },% {blather}:{ - \swtalent{Blather}{Take the Blather action, making a \hard{} Charm or Deception check. If successful, one adversary per \success{} is Disoriented for rounds equal to the character's Presence. The character may spend \triumph{} from the check to Stagger one affected target.}{true}{}{} + \swtalent{Blather}{Take the Blather action, making a \hard{} Charm or Deception check. If successful, one adversary per \successSmall{} is Disoriented for rounds equal to the character's Presence. The character may spend \triumphSmall{} from the check to Stagger one affected target.}{true}{}{} },% {blooded}:{ - \swtalent{Blooded}{Add \boost{} per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded to a minimum of 1.}{}{}{true} + \swtalent{Blooded}{Add \boostSmall{} 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.}{}{}{true} },% {body guard}:{ \swtalent{Body Guard}{Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks of Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number.}{true}{}{true} @@ -149,13 +149,13 @@ \swtalent{Improved Body Guard}{Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.}{true}{}{} },% {bought info}:{ - \swtalent{Bought Info}{Instead of making a Knowledge check, may take a Bought Info action; spend credits equal to 50 times the difficulty of the check to pass with one \success{}.}{true}{}{} + \swtalent{Bought Info}{Instead of making a Knowledge check, may take a Bought Info action; spend credits equal to 50 times the difficulty of the check to pass with one \successSmall{}.}{true}{}{} },% {bound together}:{ \swtalent{Bound Together}{Perform the Bound Together maneuver. Until the character's next turn, when the character or an ally within short range suffers strain, they reduce the amount by the current number of light side Destiny Points.}{true}{true}{} },% {brace}:{ - \swtalent{Brace}{Perform the Brace maneuver to remove \setback{} per rank of Brace from next Action. This may only remove \setback{} added by environmental circumstances}{true}{}{true} + \swtalent{Brace}{Perform the Brace maneuver to remove \setbackSmall{} per rank of Brace from next Action. This may only remove \setbackSmall{} added by environmental circumstances}{true}{}{true} },% {brace - improved}:{ \swtalent{Improved Brace}{When the character performs the Brace maneuver, they may choose one environmental circumstance. The benefits of Brace apply to that circumstance until the end of the encounter.}{}{}{} @@ -167,10 +167,10 @@ \swtalent{Brilliant Evasion}{Once per encounter may take Brilliant Evasion action. Select 1 opponent and make Opposed Piloting (Planetary or Space) check to stop opponent from attacking character for rounds equal to Agility.}{true}{}{} },% {by the book}:{ - \swtalent{By the Book}{Once per encounter, before making a combat check, the character may suffer two strain to add \advantage{} to the results equal to their ranks in By the Book.}{}{}{true} + \swtalent{By the Book}{Once per encounter, before making a combat check, the character may suffer two strain to add \advantageSmall{} to the results equal to their ranks in By the Book.}{}{}{true} },% {bypass security}:{ - \swtalent{Bypass Security}{Remove \setback{} per rank of Bypass Security from checks made to disable a security device or open a locked door.}{}{}{true} + \swtalent{Bypass Security}{Remove \setbackSmall{} per rank of Bypass Security from checks made to disable a security device or open a locked door.}{}{}{true} },% {calming aura}:{ \swtalent{Calming Aura}{When an opponent targets character with a Force power, reduce \forcepoint{} generated by 1.}{}{true}{} @@ -194,7 +194,7 @@ \swtalent{Circle of Shelter}{When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.}{}{true}{} },% {clanker killer}:{ - \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}{}{} + \swtalent{Clanker Killer}{Before rolling a combat check that targets a droid, remove \boostSmall{} up to the character's rank in Clanker Killer from the pool and add an equal number of \successSmall{} or \advantageSmall{} to the results.}{true}{}{} },% {clanker killer - improved}:{ \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.}{}{}{} @@ -206,40 +206,40 @@ \swtalent{Clever Solution}{Once per session, make one skill check using Cunning rather than the characteristic linked to that skill}{true}{}{} },% {codebreaker}:{ - \swtalent{Codebreaker}{Remove \setback{} per rank of Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.}{}{}{true} + \swtalent{Codebreaker}{Remove \setbackSmall{} per rank of Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.}{}{}{true} },% {combat veteran}:{ - \swtalent{Combat Veteran}{The character adds \boost{} to their Brawl and Discipline checks equal to their ranks in Combat Veteran.}{}{}{true} + \swtalent{Combat Veteran}{The character adds \boostSmall{} to their Brawl and Discipline checks equal to their ranks in Combat Veteran.}{}{}{true} },% {command}:{ - \swtalent{Command}{Add \boost{} per rank of Command when making Leadership checks. Affected targets add \boost{} to Discipline checks for next 24 hours.}{}{}{true} + \swtalent{Command}{Add \boostSmall{} per rank of Command when making Leadership checks. Affected targets add \boostSmall{} to Discipline checks for next 24 hours.}{}{}{true} },% {comprehend technology}:{ - \swtalent{Comprehend Technology}{Take Comprehend Technology action; make an Average (\difficulty{}\difficulty{}) Knowledge (Education) check to use Force rating as ranks in skills to use a single item.}{true}{true}{} + \swtalent{Comprehend Technology}{Take Comprehend Technology action; make an Average (\difficultySmall{}\difficultySmall{}) Knowledge (Education) check to use Force rating as ranks in skills to use a single item.}{true}{true}{} },% {commanding presence}:{ - \swtalent{Commanding Presence}{Remove \setback{} per rank of Commanding Presence from Leadership and Cool checks.}{}{}{true} + \swtalent{Commanding Presence}{Remove \setbackSmall{} per rank of Commanding Presence from Leadership and Cool checks.}{}{}{true} },% {comrades in arms}:{ - \swtalent{Comrades in Arms}{Once per encounter, take Comrades in Arms action and make a \hard{} Discipline check. If successful, the character plus one ally per \success{} within medium range gains +1 defense for the remainder of the encounter.}{true}{}{} + \swtalent{Comrades in Arms}{Once per encounter, take Comrades in Arms action and make a \hard{} Discipline check. If successful, the character plus one ally per \successSmall{} within medium range gains +1 defense for the remainder of the encounter.}{true}{}{} },% {comrades in arms - improved}:{ - \swtalent{Improved Comrades in Arms}{Spend \advantage{}\advantage{}\advantage{} or \triumph{} from Comrades in Arms check to also gain +1 soak or give one affected ally +1 soak.}{}{}{} + \swtalent{Improved Comrades in Arms}{Spend \advantageSmall{} \advantageSmall{} \advantageSmall{} or \triumphSmall{} from Comrades in Arms check to also gain +1 soak or give one affected ally +1 soak.}{}{}{} },% {conditioned}:{ - \swtalent{Conditioned}{Remove \setback{} per rank of Con ditioned from Athletics and Coordination checks. Re duce the damage and strain suffered from falling by 1 per rank of Conditioned.}{}{}{true} + \swtalent{Conditioned}{Remove \setbackSmall{} 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.}{}{}{true} },% {confidence}:{ \swtalent{Confidence}{May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.}{}{}{true} },% {confidence - improved}:{ - \swtalent{Improved Confidence}{May spend \triumph{} on fear checks to give allies in short range additional \success{} on the same fear check.}{}{}{} + \swtalent{Improved Confidence}{May spend \triumphSmall{} on fear checks to give allies in short range additional \successSmall{} on the same fear check.}{}{}{} },% {congenial}:{ \swtalent{Congenial}{May suffer a number of strain to downgrade difficulty of Charm or Negotiation checks or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks in Congenial.}{true}{}{true} },% {consider our options}:{ - \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}{}{} + \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 \successSmall{}\successSmall{} 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}{}{} @@ -254,16 +254,16 @@ \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.}{}{}{true} + \swtalent{Convincing Demeanor}{Remove \setbackSmall{} per rank of Convincing Demeanor from Deception or Skulduggery checks.}{}{}{true} },% {coordinated assault}:{ - \swtalent{Coordinated Assault}{Take the Coordinated Assault maneuver: a number of engaged allies equal to Leadership ranks add \advantage{} to combat checks until beginning of next turn. Range increases per additional rank of Coordinated Assault.}{true}{}{true} + \swtalent{Coordinated Assault}{Take the Coordinated Assault maneuver: a number of engaged allies equal to Leadership ranks add \advantageSmall{} to combat checks until beginning of next turn. Range increases per additional rank of Coordinated Assault.}{true}{}{true} },% {counterstrike}:{ - \swtalent{Counterstrike}{When an attack misses the character and generates \despair{} or \threat{}\threat{} may upgrade next Lightsaber (Cunning) check against attacker during enounter once.}{}{true}{} + \swtalent{Counterstrike}{When an attack misses the character and generates \despairSmall{} or \threatSmall{}\threatSmall{} may upgrade next Lightsaber (Cunning) check against attacker during enounter once.}{}{true}{} },% {coven}:{ - \swtalent{Coven}{May take the Coven maneuver. On the character's next Force power check, they may reroll one \force{} for each ally with Coven within short range.}{true}{true}{} + \swtalent{Coven}{May take the Coven maneuver. On the character's next Force power check, they may reroll one \forceSmall{} for each ally with Coven within short range.}{true}{true}{} },% {creative killer}:{ \swtalent{Creative Killer}{Reduce the crit rating of improvised weapons by 2 (to a minimum of 1).}{}{}{} @@ -290,22 +290,22 @@ \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}{}{}{} },% {death from above}:{ - \swtalent{Death From Above}{Once per encounter, inflict 1 system strain on jetpack and make a \hard{} Piloting check. For each \success, one adversary in short range is knocked prone. May spend \triumph{} to stagger one affected target.}{true}{}{} + \swtalent{Death From Above}{Once per encounter, inflict 1 system strain on jetpack and make a \hard{} Piloting check. For each \successSmall, one adversary in short range is knocked prone. May spend \triumphSmall{} to stagger one affected target.}{true}{}{} },% {debilitating shot}:{ - \swtalent{Debilitating Shot}{Upon a successful attack with a starship or vehicle weapon, may spend \advantage{}\advantage{} to reduce the maximum speed of the target by 1 until the end of the next round.}{true}{}{} + \swtalent{Debilitating Shot}{Upon a successful attack with a starship or vehicle weapon, may spend \advantageSmall{} \advantageSmall{} to reduce the maximum speed of the target by 1 until the end of the next round.}{true}{}{} },% {dedication}:{ \swtalent{Dedication}{Gain +1 to a single characteristic. This cannot bring a characteristic above 6.}{}{}{true} },% {defensive circle}:{ - \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}{} + \swtalent{Defensive Circle}{May take the Defensive Circle action, making a \hard{} Lightsaber (Intellect) check. The character, plus one ally within short range per \successSmall{} gains X defense until the beginning of next turn. X equals 1, plus 1 per \advantageSmall{} \advantageSmall{}.}{true}{true}{} },% {defensive driving}:{ \swtalent{Defensive Driving}{Increase defense of vehicle or starship being piloted by 1 per rank of Defensive Driving}{}{}{true} },% {defensive slicing}:{ - \swtalent{Defensive Slicing}{When defending computer systems, add \setback{} per rank of Defensive Slicing to opponents' checks.}{}{}{true} + \swtalent{Defensive Slicing}{When defending computer systems, add \setbackSmall{} per rank of Defensive Slicing to opponents' checks.}{}{}{true} },% {defensive slicing - improved}:{ \swtalent{Improved Defensive Slicing}{Defensive Slicing now upgrades opponents' difficulty once per rank of Defensive Slicing; this replaces the usual benefits}{}{}{} @@ -323,19 +323,19 @@ \swtalent{Disciple of Lore}{Once per round, may suffer 1 strain to decrease the difficulty of next Knowledge (Lore) check a number of times equal to ranks in Disciple of Lore.}{true}{}{true} },% {disciplined soul}:{ - \swtalent{Disciplined Soul}{Spend one Destiny Point after making a Discipline check to spend a number of \threat{} not exceeding ranks in Knowledge (Lore) as \advantage{}.}{true}{}{} + \swtalent{Disciplined Soul}{Spend one Destiny Point after making a Discipline check to spend a number of \threatSmall{} not exceeding ranks in Knowledge (Lore) as \advantageSmall{}.}{true}{}{} },% {discredit}:{ - \swtalent{Discredit}{Once per encounter, take the Discredit action; make a \hard{} Deception check to upgrade the difficulty of one character's social checks once, plus once for every \advantage{}\advantage{} until end of the encounter.}{plus}{}{} + \swtalent{Discredit}{Once per encounter, take the Discredit action; make a \hard{} Deception check to upgrade the difficulty of one character's social checks once, plus once for every \advantageSmall{} \advantageSmall{} until end of the encounter.}{plus}{}{} },% {disorient}:{ - \swtalent{Disorient}{After hitting with combat check, may spend \advantage{}\advantage{} to disorient target for number of rounds equal to ranks in Disorient}{}{}{true} + \swtalent{Disorient}{After hitting with combat check, may spend \advantageSmall{} \advantageSmall{} to disorient target for number of rounds equal to ranks in Disorient}{}{}{true} },% {disorienting strike}:{ - \swtalent{Disorienting Strike}{After failing a Lightsaber combat check, may spend \advantage{}\advantage{} or \triumph{} to disorient opponent for three rounds.}{}{}{} + \swtalent{Disorienting Strike}{After failing a Lightsaber combat check, may spend \advantageSmall{} \advantageSmall{} or \triumphSmall{} to disorient opponent for three rounds.}{}{}{} },% {disruptive strike}:{ - \swtalent{Disruptive Strike}{Perform Disruptive Strike action; make a Lightsaber (Cunning) combat check, adding \force{} no greater than Force rating. Spend \forcepoint{} to add \failure{} to the next combat check the target makes.}{true}{true}{} + \swtalent{Disruptive Strike}{Perform Disruptive Strike action; make a Lightsaber (Cunning) combat check, adding \forceSmall{} no greater than Force rating. Spend \forcepoint{} to add \failureSmall{} to the next combat check the target makes.}{true}{true}{} },% {djem so deflection}:{ \swtalent{Djem So Deflection}{After using Reflect, may spend 1 Destiny Point to perform Move maneuver as out-of-turn incidental to close distance with or engage opponent.}{true}{true}{} @@ -344,10 +344,10 @@ \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}{}{true} },% {double-talk}:{ - \swtalent{Double-talk}{The character may spend \advantage{}\advantage{} or \triumph{} from a successful Charm or Deception check to disorient a number of opponents within short range equal to their Presence for remainder of round and next two rounds.}{}{}{} + \swtalent{Double-talk}{The character may spend \advantageSmall{} \advantageSmall{} or \triumphSmall{} from a successful Charm or Deception check to disorient a number of opponents within short range equal to their Presence for remainder of round and next two rounds.}{}{}{} },% {draw closer}:{ - \swtalent{Draw Closer}{Perform Draw Closer action; make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding \force{} no greater than Force rating to check. Spend \forcepoint{} to move target one range band closer or to add \success{} to check.}{true}{true}{} + \swtalent{Draw Closer}{Perform Draw Closer action; make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding \forceSmall{} no greater than Force rating to check. Spend \forcepoint{} to move target one range band closer or to add \successSmall{} to check.}{true}{true}{} },% {droid commander}:{ \swtalent{Droid Commander}{Once per encounter, may perform Field Commander as a maneuver instead of an action. All affected allies must be droids.}{true}{}{} @@ -356,7 +356,7 @@ \swtalent{Dronance Saturation}{When the character or certain allies activate the blast quality of a planetary scale weapon, all ships or vehicles within close range of th etarget suffer damage equal to the weapon's blast quality.}{}{}{} },% {duelist's training}:{ - \swtalent{Duelist's Training}{Add \boost{} to Melee and Lightsaber checks when engaged with only one opponent.}{}{}{} + \swtalent{Duelist's Training}{Add \boostSmall{} to Melee and Lightsaber checks when engaged with only one opponent.}{}{}{} },% {durable}:{ \swtalent{Durable}{May reduce any Critical Injury suffered by 10 per rank of Durable, to a minimum of 1.}{}{}{true} @@ -377,28 +377,28 @@ \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}{}{} },% {enhanced leader}:{ - \swtalent{Enhanced Leader}{When making a Leadership check, add \force{} no greater than Force rating. Spend \forcepoint{} to add \success{} or \advantage{} to the result.}{}{true}{} + \swtalent{Enhanced Leader}{When making a Leadership check, add \forceSmall{} no greater than Force rating. Spend \forcepoint{} to add \successSmall{} or \advantageSmall{} to the result.}{}{true}{} },% {exceed specifications}:{ - \swtalent{Exceed Specifications}{When making a check using an item, may add \boost{}. The GM may spend \threat{}\threat{} on the check to damage the item one step, or \despair{} to damage it beyond usability.}{true}{}{} + \swtalent{Exceed Specifications}{When making a check using an item, may add \boostSmall{}. The GM may spend \threatSmall{}\threatSmall{} on the check to damage the item one step, or \despairSmall{} to damage it beyond usability.}{true}{}{} },% {exceed specifications - improved}:{ \swtalent{Improved Exceed Specifications}{When the character takes the Exceed Specifications incidental, upgrade the ability of the check once instead of the standard effect.}{}{}{} },% {exceed specifications - supreme}:{ - \swtalent{Supreme Exceed Specifications}{If a check benefitting from Exceed Specifications generates \triumph{}, may damage the item to roll additional \proficiency{} and add it to the check results. If the check generates \despair{}, add \challenge{} to the check results.}{true}{}{} + \swtalent{Supreme Exceed Specifications}{If a check benefitting from Exceed Specifications generates \triumphSmall{}, may damage the item to roll additional \proficiencySmall{} and add it to the check results. If the check generates \despairSmall{}, add \challengeSmall{} to the check results.}{true}{}{} },% {exemplar of the republic}:{ - \swtalent{Examplar of the Republic}{Add \force{} to mass combat check up to Force rating and spend \forcepoint{} to add \success{} or \advantage{} to the result.}{true}{true}{} + \swtalent{Examplar of the Republic}{Add \forceSmall{} to mass combat check up to Force rating and spend \forcepoint{} to add \successSmall{} or \advantageSmall{} to the result.}{true}{true}{} },% {exhaust port}:{ \swtalent{Exhaust Port}{Before attacking a starship or vehicle, may spend 1 Destiny Point to ignore the effects of the Massive rule for the attack.}{true}{}{} },% {exhaustive questioning}:{ - \swtalent{Exhaustive Questioning}{Whenever character makes a successful social skill check against a captured enemy within short range, may reduce that enemy's strain threshold by 2 for the remainder of the session and can spend \advantage{} to inflict 1 strain.}{true}{}{} + \swtalent{Exhaustive Questioning}{Whenever character makes a successful social skill check against a captured enemy within short range, may reduce that enemy's strain threshold by 2 for the remainder of the session and can spend \advantageSmall{} to inflict 1 strain.}{true}{}{} },% {expert tracker}:{ - \swtalent{Expert Tracker}{Remove \setback{} per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.}{}{}{true} + \swtalent{Expert Tracker}{Remove \setbackSmall{} per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.}{}{}{true} },% {extended reach}:{ \swtalent{Extended Reach}{While armed with a two-handed melee weapon, may suffer one strain to make a Melee combat check with that weapon targeting an enemy at up to short range (rather than engaged range).}{true}{}{} @@ -416,19 +416,19 @@ \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.}{}{}{true} },% {fearsome rep}:{ - \swtalent{Fearsome Rep}{Add automatic \advantage{} to the results of Coercion checks equal to ranks in Fearsome Rep.}{}{}{true} + \swtalent{Fearsome Rep}{Add automatic \advantageSmall{} to the results of Coercion checks equal to ranks in Fearsome Rep.}{}{}{true} },% {feint}:{ - \swtalent{Feint}{Spend \triumph{} or \advantage{}\advantage{}\advantage{} generated on a missed meleeattack to upgrade difficulty of opponent's next attacktargeting character by ranks in Feint.}{}{}{true} + \swtalent{Feint}{Spend \triumphSmall{} or \advantageSmall{} \advantageSmall{} \advantageSmall{} generated on a missed meleeattack to upgrade difficulty of opponent's next attacktargeting character by ranks in Feint.}{}{}{true} },% {feral strength}:{ \swtalent{Feral Strength}{Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills.}{}{}{true} },% {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 (\difficultySmall\difficultySmall) Leadership check A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.}{true}{}{} },% {field commander - improved}:{ - \swtalent{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{field commander}{Field Commander action affects allies equal to double Presence, and may spend \triumphSmall{} to allow allies to suffer 1 strain and perform free action instead.}{}{}{} },% {fine tuning}:{ \swtalent{Fine Tuning}{When repairing system strain on a starship or vehicle, repair 1 additional system strain per rank of Fine Tuning.}{}{}{true} @@ -437,31 +437,31 @@ \swtalent{Fire Control}{Take the Fire Control action; all combat checks made from the current starship or vehicle count their target's silhouette as one higher than normal until beginning of next turn. Does not stack.}{true}{}{} },% {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.}{}{}{true} + \swtalent{Fire Support}{After the character makes a successful combat check using a vehicle weapon, the next ally to make a check adds \boostSmall{} equal to ranks of Fire Support.}{}{}{true} },% {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}{}{} + \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 \successSmall{}\successSmall{}}{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.}{}{}{true} + \swtalent{First Among Brothers}{When the character makes a check that does not generate any \threatSmall{}, the check gains \advantageSmall{} equal to ranks in First among brothers. The character may only spend these additional \advantageSmall{} to affect allied clones.}{}{}{true} },% {flows through all things}:{ \swtalent{Flows Through All Things}{The character may perform a maneuver to recover strain equal to their Force rating.}{true}{true}{} },% {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}{}{} + \swtalent{For the Republic!}{When an ally is incapacitated or killed, the character can make a Daunting (\difficultySmall\difficultySmall\difficultySmall\difficultySmall) 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.}{}{}{} + \swtalent{Forager}{Remove up to \setbackSmall{}\setbackSmall{} 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}{} + \swtalent{Force Assault}{Spend \triumphSmall{} or \advantageSmall{} \advantageSmall{} \advantageSmall{} 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}{true} + \swtalent{Force Protection}{Perform the Force Protection maneuver; suffer 1 strain and commit \forceSmall{} up to ranks of Force Protection. Increase soak by number of \forceSmall{} committed until beginning of next turn. Suffer 1 strain every turn \forceSmall{} remains committed.}{true}{true}{true} },% {force rating}:{ \swtalent{Force Rating}{Gain +1 Force Rating.}{}{true}{true} @@ -473,10 +473,10 @@ \swtalent{Form on Me}{Allies equal to ranks in Leadership in close range gain the benefits of the Gain the Advantage action.}{}{}{} },% {formation tactics}:{ - \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}{}{} + \swtalent{Formation Tactics}{Make a \hard{} Leadership check. If successful, choose a number of allies within short range equal to \successSmall{}. Upgrade the difficulty of attacks against these allies once until end of character's next turn.}{true}{}{} },% {formation tactics - improved}:{ - \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.}{}{}{} + \swtalent{Improved Formation Tactics}{The difficulty of Formation Tactics is reduced to \average{}. May spend \triumphSmall{} or \advantageSmall{} \advantageSmall{} \advantageSmall{} \advantageSmall{} \advantageSmall{} \advantageSmall{} to have effect last until end of encounter.}{}{}{} },% {freerunning}:{ \swtalent{Freerunning}{Suffer 1 strain when making a Move maneuver to move to any location within short range.}{true}{}{} @@ -491,22 +491,22 @@ \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}{}{} + \swtalent{Improved Full Throttle}{Suffer 1 strain to attempt Full Throttle as a maneuver and decrease its difficulty to Average (\difficultySmall\difficultySmall)}{true}{}{} },% {full throttle - supreme}:{ \swtalent{Supreme Full Throttle}{When performing Full Throttle, top speed increases by 2 instead of 1.}{}{}{} },% {galaxy mapper}:{ - \swtalent{Galaxy Mapper}{Remove \setback{} per rank of Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time.}{}{}{true} + \swtalent{Galaxy Mapper}{Remove \setbackSmall{} per rank of Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time.}{}{}{true} },% {gearhead}:{ - \swtalent{Gearhead}{Remove \setback{} per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.}{}{}{true} + \swtalent{Gearhead}{Remove \setbackSmall{} per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.}{}{}{true} },% {get the drop}:{ - \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}{}{} + \swtalent{Get the Drop}{Once per session, the character and any number of allies in the encounter may add \successSmall{} equal to the character's ranks in Stealth to their checks to determine initiative order.}{true}{}{} },% {good cop}:{ - \swtalent{Good Cop}{May spend \advantage{}\advantage{} from a Charm or Negotiation check to upgrade ability of a single ally's subsequent social interaction check against the target a number of times equal to ranks in Good Cop.}{}{}{true} + \swtalent{Good Cop}{May spend \advantageSmall{} \advantageSmall{} from a Charm or Negotiation check to upgrade ability of a single ally's subsequent social interaction check against the target a number of times equal to ranks in Good Cop.}{}{}{true} },% {greased palms}:{ \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}{}{true} @@ -521,22 +521,22 @@ \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}{}{} },% {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}{}{true} + \swtalent{Hard Headed}{When staggered or disoriented, perform the Hard Headed action; make a Daunting (\difficultySmall\difficultySmall\difficultySmall\difficultySmall) Discipline check to rernove status. Difficulty reduced per rank of Hard Headed.}{true}{}{true} },% {hard headed - improved}:{ \swtalent{Improved Hard Headed}{When incapacitated due to strain exceeding threshold, may take a more difficult Hard Headed action to reduce strain to I below threshold.}{true}{}{} },% {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 \forceSmall{} no greater than Force rating. Spend \forcepoint{} to engage target and spend \forcepoint{} to add \advantageSmall{} to check}{true}{true}{} },% {healing trance}:{ - \swtalent{Healing Trance}{Commit \force{}. for every full encounter \force{} remains committed, heal 1 wound per rank of Healing Trance.}{true}{true}{true} + \swtalent{Healing Trance}{Commit \forceSmall{}. for every full encounter \forceSmall{} remains committed, heal 1 wound per rank of Healing Trance.}{true}{true}{true} },% {healing trance - improved}:{ \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}{} },% {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 \boostSmall to Perception or Vigilance checks. Engaged add \boostSmall{}\boostSmall{}.}{}{}{} },% {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}{}{} @@ -557,10 +557,10 @@ \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.}{}{}{true} + \swtalent{Hunter}{Add \setbackSmall{} 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.}{}{}{true} },% {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.}{}{}{} + \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 \triumphSmall{} from the check to choose the starting location of allies.}{}{}{} },% {ichor blade}:{ \swtalent{Ichor Blade}{The character chooses one Melee or Brawl weapon they possess, which gains the Cortosis and Pierce 2 qualities and reduces its critical rating by 1 to a minimum of 1. If the weapon is ever lost or destroyed, the character can apply Ichor Blade to a new weapon.}{}{}{} @@ -575,16 +575,16 @@ \swtalent{Ichor Transfusion}{Once per encounter, the character may perform the Ichor Transfusion maneuver to heal any number of strain by suffering that number of wounds +1. The character may instead heal any number of wounds by suffering that number of strain +1.}{true}{}{} },% {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 \forceSmall{} to grant one weapon, piece of armor, or item an improvement while \forceSmall{} remains committed. Suffer 1 strain every round \forceSmall{} remains committed.}{true}{true}{} },% {in the know}:{ - \swtalent{In the Know}{Remove \setback{} up to ranks in In the Know from checks to get information from people or disseminate news. Minion NPCs do not realize this character's allegiance in interviews.}{}{}{true} + \swtalent{In the Know}{Remove \setbackSmall{} up to ranks in In the Know from checks to get information from people or disseminate news. Minion NPCs do not realize this character's allegiance in interviews.}{}{}{true} },% {in the know - improved}:{ \swtalent{Improved In the Know}{Once per session, make an opposed Deception vs Vigilance check with the difficulty downgraded once per rank of In the Know to have a target NPC believe specefic false intelligence.}{true}{}{} },% {incite distraction}:{ - \swtalent{Incite Distraction}{While in a crowd, may perform the Incite Distraction action to make an \average{} Deception check. If successful, enemies treat the area as difficult terrain. The character may spend \triumph{} to make the location impassable terrain to them instead.}{true}{}{} + \swtalent{Incite Distraction}{While in a crowd, may perform the Incite Distraction action to make an \average{} Deception check. If successful, enemies treat the area as difficult terrain. The character may spend \triumphSmall{} to make the location impassable terrain to them instead.}{true}{}{} },% {incite rebellion}:{ \swtalent{Incite Rebellion}{Once per session, may take an Incite Rebellion action; make a \hard{} Coercion check to cause a number of being up to ranks in Coercion to become rebellious until the end of the encounter.}{true}{}{} @@ -599,28 +599,28 @@ \swtalent{informant}{Once per session, may reveal a contact who can shed light on a chosen subject.}{true}{}{} },% {ingrained loyalty}:{ - \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}{}{} + \swtalent{Ingrained Loyalty}{When the character makes a Leadership check targeting one or more clones, they may change the result of one \challengeSmall{} to any non-blank face.}{true}{}{} },% {inside knowledge}:{ \swtalent{Inside Knowledge}{Once per session while in an enemy facility or vessel, may perform the Inside Knowledge action; make a \hard{} Skulduggery check. Character may then find a single personal scale item with a rarity no greater than Cunning plus 2 previously stashed here, or gain a narrative benefit.}{true}{}{} },% {inside person}:{ - \swtalent{Inside Person}{Once per session the character may spend a Destiny Point to establish they have been undercover in an identified enemy base or large vehicle. For the remainder of the session, add automatic \advantage{}\advantage{} to checks they or their allies make that are associated with that location.}{true}{}{} + \swtalent{Inside Person}{Once per session the character may spend a Destiny Point to establish they have been undercover in an identified enemy base or large vehicle. For the remainder of the session, add automatic \advantageSmall{} \advantageSmall{} to checks they or their allies make that are associated with that location.}{true}{}{} },% {insight}:{ \swtalent{Insight}{Perception and Discipline become career skills.}{}{true}{} },% {inspiring kill}:{ - \swtalent{Inspiring Kill}{The character may spend 1 Destiny Point to take the Inspiring Kill maneuver after incapacitating or inflicting a Critical Injury. Roll \force{} no greater than Force rating, and spend \forcepoint{} to heal 2 strain from each ally within medium range. Take 1 conflict at the beginning of each session.}{true}{true}{} + \swtalent{Inspiring Kill}{The character may spend 1 Destiny Point to take the Inspiring Kill maneuver after incapacitating or inflicting a Critical Injury. Roll \forceSmall{} no greater than Force rating, and spend \forcepoint{} to heal 2 strain from each ally within medium range. Take 1 conflict at the beginning of each session.}{true}{true}{} },% {inspiring leadership}:{ - \swtalent{Inspiring Leadership}{Take the Inspiring Leadership action by making an \average{} Leadership check. If successful, a number of allies not exceeding their rating in Presence within short range add automatic \success{} to their next skill check.}{true}{}{} + \swtalent{Inspiring Leadership}{Take the Inspiring Leadership action by making an \average{} Leadership check. If successful, a number of allies not exceeding their rating in Presence within short range add automatic \successSmall{} to their next skill check.}{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 (\difficultySmall\difficultySmall) Leadership check. Each \successSmall{} causes 1 ally in close range to recover 1 strain. Spend \advantageSmall{} 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}{}{}{} + \swtalent{Improved Inspiring Rhetoric}{Each ally affected by Inspiring Rhetoric gains \boostSmall{} on all skill checks for a number of rounds equal to ranks in Leadership}{}{}{} },% {inspiring rhetoric - supreme}:{ \swtalent{Supreme Inspiring Rhetoric}{Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.}{true}{}{} @@ -632,34 +632,34 @@ \swtalent{Intense Presence}{Spend 1 Destiny Point to recover strain equal to Presence rating}{true}{}{} },% {interjection}:{ - \swtalent{Interjection}{After another character makes a social check, suffer 3 strain to take an Interjection incidental; make an \average{} Vigilance check to add \success{} or \failure{} equal to \success{}, and \advantage{} or \threat{} equal to \advantage{} to the check.}{true}{}{} + \swtalent{Interjection}{After another character makes a social check, suffer 3 strain to take an Interjection incidental; make an \average{} Vigilance check to add \successSmall{} or \failureSmall{} equal to \successSmall{}, and \advantageSmall{} or \threatSmall{} equal to \advantageSmall{} to the check.}{true}{}{} },% {intimidating}:{ \swtalent{Intimidating}{May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.}{true}{}{true} },% {intuitive evasion}:{ - \swtalent{Intuitive Evasion}{Perform the Intuitive Evasion maneuver; suffer 1 strain and commit \force{} up to ranks of Intuitive Evasion. Upgrade difficulty of combat checks targeting starship or vehicle by equal amount. Suffer 1 strain every round \force{} remains committed.}{true}{true}{true} + \swtalent{Intuitive Evasion}{Perform the Intuitive Evasion maneuver; suffer 1 strain and commit \forceSmall{} up to ranks of Intuitive Evasion. Upgrade difficulty of combat checks targeting starship or vehicle by equal amount. Suffer 1 strain every round \forceSmall{} remains committed.}{true}{true}{true} },% {intuitive improvements}:{ - \swtalent{Intuitive Improvements}{When making check to craft or repair item, may add \force{} no greater than Force rating to the check. May spend \forcepoint{}\forcepoint{} to increase hard points by 1, to max of +2.}{}{true}{} + \swtalent{Intuitive Improvements}{When making check to craft or repair item, may add \forceSmall{} no greater than Force rating to the check. May spend \forcepoint{}\forcepoint{} to increase hard points by 1, to max of +2.}{}{true}{} },% {intuitive shot}:{ - \swtalent{Intuitive Shot}{When making a Ranged (Heavy) or Ranged (Light) combat check, add \force{} no greater than Force rating to the check. May spend \forcepoint{} to add \success{} or \advantage{}.}{}{true}{} + \swtalent{Intuitive Shot}{When making a Ranged (Heavy) or Ranged (Light) combat check, add \forceSmall{} no greater than Force rating to the check. May spend \forcepoint{} to add \successSmall{} or \advantageSmall{}.}{}{true}{} },% {intuitive strike}:{ - \swtalent{Intuitive Strike}{When making a combat check with a planetary scale weapon, add \force{} no greater than Force rating to the check. May spend \forcepoint{}\forcepoint{} to add \success{} or \advantage{}.}{}{true}{} + \swtalent{Intuitive Strike}{When making a combat check with a planetary scale weapon, add \forceSmall{} no greater than Force rating to the check. May spend \forcepoint{}\forcepoint{} to add \successSmall{} or \advantageSmall{}.}{}{true}{} },% {inventor}:{ - \swtalent{Inventor}{When constructing new items or modifying attachments, add \boost{} or remove \setback{} per rank of Inventor}{}{}{true} + \swtalent{Inventor}{When constructing new items or modifying attachments, add \boostSmall{} or remove \setbackSmall{} per rank of Inventor}{}{}{true} },% {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}{} + \swtalent{Invigorate}{Once per encounter, may add \forceSmall{} to a check using Brawn or Agility made by an ally in short range. \lightforce{} add \successSmall{} and \darkforce{} add \threatSmall{}.}{true}{true}{} },% {it's not that bad}:{ \swtalent{It's Not That Bad}{Once per session when an ally would suffer a Critical Injury, may take an It's Not That Bad action; make a \hard{} Medicine check to stop the ally from gaining the Critical Injury.}{true}{}{} },% {jetpack expertise}:{ - \swtalent{Jetpack Expertise}{The character may spend \advantage{} from their checks to remove 1 system strain from their jetpack. They may choose this effect multiple times when spending \advantage.}{true}{}{} + \swtalent{Jetpack Expertise}{The character may spend \advantageSmall{} from their checks to remove 1 system strain from their jetpack. They may choose this effect multiple times when spending \advantageSmall.}{true}{}{} },% {jump up}:{ \swtalent{Jump Up}{Once per round, may stand from seated or prone as an incidental}{true}{}{} @@ -668,13 +668,13 @@ \swtalent{Jury Rigged}{Choose 1 weapon. armor, or other item and give it a permanent improvement while it remains in use.}{}{}{} },% {keen eyed}:{ - \swtalent{Keen Eyed}{Remove \setback{} per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.}{}{}{true} + \swtalent{Keen Eyed}{Remove \setbackSmall{} per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.}{}{}{true} },% {kill with kindness}:{ - \swtalent{Kill with Kindness}{Remove \setback{} per rank of Kill with Kindness from all Charm and Leadership checks.}{}{}{true} + \swtalent{Kill with Kindness}{Remove \setbackSmall{} per rank of Kill with Kindness from all Charm and Leadership checks.}{}{}{true} },% {knockdown}:{ - \swtalent{Knockdown}{After hitting with a melee attack, may spend \triumph{} to knock the target prone.}{}{}{} + \swtalent{Knockdown}{After hitting with a melee attack, may spend \triumphSmall{} to knock the target prone.}{}{}{} },% {know-it-all}:{ \swtalent{Know-It-All}{Once per session, perfectly recall an important fact previously learned as if a Destiny Point had been spent.}{true}{}{} @@ -695,7 +695,7 @@ \swtalent{Knowledge is Power}{Once per session, when making a check, count Force rating as being equal to ranks in Knowledge (Lore).}{true}{true}{} },% {knowledge specialization}:{ - \swtalent{Knowledge Specialization}{When acquired, choose 1 Knowledge skill. When making that skill check, may spend \triumph{} result to gain additional successes equal to ranks in Knowledge Specialization.}{true}{}{} + \swtalent{Knowledge Specialization}{When acquired, choose 1 Knowledge skill. When making that skill check, may spend \triumphSmall{} result to gain additional successes equal to ranks in Knowledge Specialization.}{true}{}{} },% {knowledgeable healing}:{ \swtalent{Knowledgeable Healing}{When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology).}{}{}{} @@ -704,7 +704,7 @@ \swtalent{Knowledge is Strength}{Once per session when making a check, the character may increase their Force rating by their ranks in Knowledge (Warfare).}{true}{true}{} },% {known programming}:{ - \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}{}{} + \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 \successSmall{} after the first, once for the rest of the encounter.}{true}{}{} },% {known programming - improved}:{ \swtalent{Improved Known Programming}{Allies affected by Known Programming also upgrade the ability of their checks targeting the chosen droid model once.}{}{}{} @@ -713,7 +713,7 @@ \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}{}{} },% {knows the ropes}:{ - \swtalent{Knows the Ropes}{Add \boost{} to checks made to escape from restraints equal to ranks in Knowledge (Underworld). Spend \triumph{} to free all other allies within short range.}{}{}{} + \swtalent{Knows the Ropes}{Add \boostSmall{} to checks made to escape from restraints equal to ranks in Knowledge (Underworld). Spend \triumphSmall{} to free all other allies within short range.}{}{}{} },% {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}{}{} @@ -725,7 +725,7 @@ \swtalent{Lead From the Front}{After succeeding on a Leadership check or other check to inspire, lead, or rally an audience, the character may spend 1 Destiny Point to upgrade the ability of the next combat check made by all allies within short range.}{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}{}{} + \swtalent{Learning Opportunity}{Once per round, the character may spend \advantageSmall{} \advantageSmall{} \advantageSmall{} 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}{}{} @@ -734,19 +734,19 @@ \swtalent{Lethal Blows}{Add + 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents}{}{}{true} },% {leverage}:{ - \swtalent{Leverage}{The character removes \setback{} per rank of Leverage from their Cool and Negotiation checks.}{}{}{true} + \swtalent{Leverage}{The character removes \setbackSmall{} per rank of Leverage from their Cool and Negotiation checks.}{}{}{true} },% {lose them}:{ - \swtalent{Lose Them}{When being followed or chased, the character may perform the Lose Them action and make a \hard{} Stealth check. If successful, add \setback{}\setback{} to checks to follow him for the remainder of the encounter and may spend \triumph{} to indicate their pursuers have lost him completely.}{true}{}{} + \swtalent{Lose Them}{When being followed or chased, the character may perform the Lose Them action and make a \hard{} Stealth check. If successful, add \setbackSmall{}\setbackSmall{} to checks to follow him for the remainder of the encounter and may spend \triumphSmall{} to indicate their pursuers have lost him completely.}{true}{}{} },% {made you talk}:{ - \swtalent{Made You Talk}{Once per session, may make an opposed social skill check against a captured enemy character within short range and add \boost{} for every 2 strain inflicted on the target that encounter. If successful, the PCs gain a bonus based on the enemy NPC type.}{true}{}{} + \swtalent{Made You Talk}{Once per session, may make an opposed social skill check against a captured enemy character within short range and add \boostSmall{} for every 2 strain inflicted on the target that encounter. If successful, the PCs gain a bonus based on the enemy NPC type.}{true}{}{} },% {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 \forceSmall{} no greater than Force rating. Spend \forcepoint{} to add +10 to any resulting Critical Injury rolls.}{true}{true}{} },% {makashi flourish}:{ - \swtalent{Makashi Flourish}{Once per encounter, perform Makashi Flourish action. Make an Average (\difficulty\difficulty\difficulty) Lightsaber (Presence) check. 1 engaged opponent suffers strain equal to \success{} and heal an equal amount of strain.}{true}{true}{} + \swtalent{Makashi Flourish}{Once per encounter, perform Makashi Flourish action. Make an Average (\difficultySmall\difficultySmall\difficultySmall) Lightsaber (Presence) check. 1 engaged opponent suffers strain equal to \successSmall{} and heal an equal amount of strain.}{true}{true}{} },% {makashi technique}:{ \swtalent{Makashi Technique}{When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.}{}{true}{} @@ -785,7 +785,7 @@ \swtalent{Master Starhopper}{Once per round, suffer 2 strain to decrease the difficulty of next Astrogation check by 1 to a minimum of \easy{}.}{true}{}{} },% {mental bond}:{ - \swtalent{Mental Bond}{May perform the Mental Bond action. Commit \force{} While committed, may communicate with bonded animal at long range and see and hear through its senses.}{true}{true}{} + \swtalent{Mental Bond}{May perform the Mental Bond action. Commit \forceSmall{} While committed, may communicate with bonded animal at long range and see and hear through its senses.}{true}{true}{} },% {mental fortress}:{ \swtalent{Mental Fortress}{Spend I Destiny Point to ignore effects of Critical Injuries on Intellect and Cunning checks until end of encounter}{true}{}{} @@ -794,16 +794,16 @@ \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}{}{} + \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 \successSmall{} or \advantageSmall{} to the results equal to their ranks in that skill.}{true}{}{} },% {momentum}:{ \swtalent{Momentum}{The character deals additional damage with their first hit equal to the number of range bands they moved during the current round.}{}{}{} },% {most impressive}:{ - \swtalent{Most Impressive}{Spend \triumph{} from any skill check to allow a number of allies not exceeding the character's rating in Presence within short range to add automatic \advantage{} to their next check.}{true}{}{} + \swtalent{Most Impressive}{Spend \triumphSmall{} from any skill check to allow a number of allies not exceeding the character's rating in Presence within short range to add automatic \advantageSmall{} to their next check.}{true}{}{} },% {multiple opponents}:{ - \swtalent{Multiple Opponents}{Add \boost{} to Lightsaber, Brawl and Melee checks when engaged with multiple opponents.}{}{}{} + \swtalent{Multiple Opponents}{Add \boostSmall{} to Lightsaber, Brawl and Melee checks when engaged with multiple opponents.}{}{}{} },% {natural athlete}:{ \swtalent{Natural Athlete}{Once per session, may reroll any 1 Coordination or Athletics check.}{true}{}{} @@ -878,46 +878,46 @@ \swtalent{Nobody's Fool}{May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.}{}{}{true} },% {nobody's fool - improved}:{ - \swtalent{Improved Nobody's Fool}{May spend \despair{} or \threat{}\threat{} from an incoming Charm, Coercion, or Deception check to inflict strain on the opponent equal to the character's ranks in Nobody's Fool.}{}{}{} + \swtalent{Improved Nobody's Fool}{May spend \despairSmall{} or \threatSmall{}\threatSmall{} from an incoming Charm, Coercion, or Deception check to inflict strain on the opponent equal to the character's ranks in Nobody's Fool.}{}{}{} },% {now you see me}:{ \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}{}{} + \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 \successSmall{}\successSmall{}}{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}{} + \swtalent{One with the Universe}{Once per session, meditate, then perform One with the Universe action; make Average (\difficultySmall\difficultySmall) Astrogation check. If successful, add \lightforce{} to all Force power checks in next encounter. If successful with \threatSmall{}, add \darkforce{} instead.}{true}{true}{} },% {outdoorsman}:{ - \swtalent{Outdoorsman}{Remove \setback{} per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half}{}{}{true} + \swtalent{Outdoorsman}{Remove \setbackSmall{} per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half}{}{}{true} },% {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}{}{} + \swtalent{Outmaneuver}{As an action, make a \hard{} Knowledge (Warfare) check. Choose one ship or vehicle per \successSmall{}. Until the end of the character's next turn, the chosen ships must perform one extra maneuver to move.}{true}{}{} },% {overwhelm defenses}:{ - \swtalent{Overwhelm Defenses}{Upon unsuccessful attack with a starship or vehicle weapon, may spend \advantage{}\advantage{} per rank of Overwhelm Defenses. Reduce the defense in the targeted zone by 1 for every \advantage{}\advantage{} spent.}{true}{}{true} + \swtalent{Overwhelm Defenses}{Upon unsuccessful attack with a starship or vehicle weapon, may spend \advantageSmall{} \advantageSmall{} per rank of Overwhelm Defenses. Reduce the defense in the targeted zone by 1 for every \advantageSmall{} \advantageSmall{} spent.}{true}{}{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}{} + \swtalent{Overwhelm Emotions}{May add \forceSmall{} per Force Rating to Charm, Coerce or Deceit checks. \lightforce{} and \darkforce{} add \successSmall{} to some checks and \failureSmall{}}{}{true}{} },% {parry}:{ \swtalent{Parry}{When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.}{true}{}{true} },% {parry - improved}:{ - \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 \despairSmall{} or \threatSmall{}\threatSmall{}\threatSmall{}. may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.}{}{}{} },% {parry - supreme}:{ \swtalent{Supreme Parry}{If the user did not make a combat check during their previous turn, may suffer 1 strain to use Parry.}{}{true}{} },% {persistent targeting}:{ - \swtalent{Persistent Targeting}{After making one or more successful combat checks against a target, add \boost{} to combat checks against that same target for the remainder of the encounter.}{}{}{} + \swtalent{Persistent Targeting}{After making one or more successful combat checks against a target, add \boostSmall{} to combat checks against that same target for the remainder of the encounter.}{}{}{} },% {physical training}:{ - \swtalent{Physical Training}{Add \boost{} per rank of Physical Training to Athletics and Resilience checks.}{}{}{true} + \swtalent{Physical Training}{Add \boostSmall{} per rank of Physical Training to Athletics and Resilience checks.}{}{}{true} },% {physician}:{ \swtalent{Physician}{When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician}{}{}{true} @@ -926,7 +926,7 @@ \swtalent{Pilot Training}{Piloting (Planetary) and Piloting (Space) become career skills.}{}{}{} },% {plausible deniability}:{ - \swtalent{Plausible Deniability}{Remove \setback{} per rank of Plausible Deniability from Coercion and Deception checks.}{}{}{true} + \swtalent{Plausible Deniability}{Remove \setbackSmall{} per rank of Plausible Deniability from Coercion and Deception checks.}{}{}{true} },% {plausible deniability - improved}:{ \swtalent{Improved Plausible Deniability}{Take an Improved Plausible Deniability action; make a \hard{} Coercion check to convince one bystander per rank of Plausible Deniability to depart quietly.}{true}{}{} @@ -962,7 +962,7 @@ \swtalent{Preemptive Intervention}{Immediately after an opponent moves to engage an ally within short range, the character may spend one Destiny Point to engage that opponent as an out-of-turn incidental.}{true}{true}{} },% {prepare to be boarded!}:{ - \swtalent{Prepare to be Boarded!}{Once per encounter may take Prepare to be Boarded! action and make opposed Coercion vs. Discipline check against enemy ship captain. If successful, the enemy suffers 1 strain per uncancelled \success{} and surrenders ship if they exceed strain threshold. May spend \triumph{} or \advantage{}\advantage{}\advantage{}\advantage{} to inflict strain equal to ranks in Coercion.}{true}{}{} + \swtalent{Prepare to be Boarded!}{Once per encounter may take Prepare to be Boarded! action and make opposed Coercion vs. Discipline check against enemy ship captain. If successful, the enemy suffers 1 strain per uncancelled \successSmall{} and surrenders ship if they exceed strain threshold. May spend \triumphSmall{} or \advantageSmall{} \advantageSmall{} \advantageSmall{} \advantageSmall{} to inflict strain equal to ranks in Coercion.}{true}{}{} },% {pressure point}:{ \swtalent{Pressure Point}{When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks of Medicine (this ignores soak).}{true}{}{} @@ -974,7 +974,7 @@ \swtalent{Pride and Joy}{Choose one starship or vehicle character owns with a silhouette of 4 or higher. It becomes their 'Pride and Joy' vessel. they upgrade the ability of all social skills checks they make while within short range of the vessel once.}{}{}{} },% {pride and joy - improved}:{ - \swtalent{Improved Pride and Joy}{While inside their Pride and Joy vessel, recover 1 additional strain whenever recovering strain and spend \advantage{} on checks made to recover strain to allow an ally also within the vessel to recover one strain.}{}{}{} + \swtalent{Improved Pride and Joy}{While inside their Pride and Joy vessel, recover 1 additional strain whenever recovering strain and spend \advantageSmall{} on checks made to recover strain to allow an ally also within the vessel to recover one strain.}{}{}{} },% {pride and joy - supreme}:{ \swtalent{Supreme Pride and Joy}{While inside their Pride and Joy vessel, once per session as an incidental, the character may reduce its silhouette by 2 (to a minimum of 0) for the remainder of the round and the following round.}{true}{}{} @@ -983,7 +983,7 @@ \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.}{}{}{true} },% {push aside}:{ - \swtalent{Push Aside}{After making a successful Melee, Brawl, or Lightsaber combat check against an engaged foe, may force the foe to move to hsort range in a direction of the opponent's choosing. Spend \triumph{} to cause the opponent to fall prone after moving.}{}{}{} + \swtalent{Push Aside}{After making a successful Melee, Brawl, or Lightsaber combat check against an engaged foe, may force the foe to move to hsort range in a direction of the opponent's choosing. Spend \triumphSmall{} to cause the opponent to fall prone after moving.}{}{}{} },% {quick draw}:{ \swtalent{Quick Draw}{Once per round, draw or holster a weapon or accessible item as an incidental}{true}{}{} @@ -992,22 +992,22 @@ \swtalent{Quick Fix}{Once per session, make one skill check using Agility rather than the characteristic linked to that skill.}{true}{}{} },% {quick movement}:{ - \swtalent{Quick Movement}{Suffer 2 strain to perform the Quick Movement incidental; add \force{} no greater than Force rating to next check. May spend \forcepoint{}\forcepoint{} to perform one additional Move maneuver after action.}{true}{true}{} + \swtalent{Quick Movement}{Suffer 2 strain to perform the Quick Movement incidental; add \forceSmall{} no greater than Force rating to next check. May spend \forcepoint{}\forcepoint{} to perform one additional Move maneuver after action.}{true}{true}{} },% {quick strike}:{ - \swtalent{Quick Strike}{Add \boost{} per rank of Quick Strike to combat checks against targets that have not acted yet this encounter}{}{}{true} + \swtalent{Quick Strike}{Add \boostSmall{} per rank of Quick Strike to combat checks against targets that have not acted yet this encounter}{}{}{true} },% {rapid fire}:{ \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}{}{} },% {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}{}{true} + \swtalent{Rapid Reaction}{Suffer a number of strain to add an equal number of \successSmall{} to Initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.}{true}{}{true} },% {rapid recovery}:{ \swtalent{Rapid Recovery}{When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.}{}{}{true} },% {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}{} + \swtalent{Ravage}{Once per encounter, the character may suffer 3 strain to add \forceSmall{} up to their force rating to a combat check targeting an engaged opponent. The character may spend \forcepoint{} to add \successSmall{} or \advantageSmall{} 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{} Mechanics check to harvest components from a functioning device to repair a broken one without breaking the first device}{true}{}{} @@ -1016,7 +1016,7 @@ \swtalent{Reflect}{When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.}{true}{true}{true} },% {reflect - improved}:{ - \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 \despairSmall{} or \threatSmall{}\threatSmall{}\threatSmall{}, may hit one target in medium range with the same damage as the initial hit, after original attack resolves.}{}{true}{} },% {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}{} @@ -1025,25 +1025,25 @@ \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.}{}{}{true} + \swtalent{Researcher}{Remove \setbackSmall{} per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.}{}{}{true} },% {researcher - improved}:{ - \swtalent{Improved Researcher}{On a successful Knowledge check, character and allies gain automatic \advantage{} per rank of Researcher on checks to act on those facts until the end of character's next turn.}{}{}{} + \swtalent{Improved Researcher}{On a successful Knowledge check, character and allies gain automatic \advantageSmall{} per rank of Researcher on checks to act on those facts until the end of character's next turn.}{}{}{} },% {resist disarm}:{ \swtalent{Resist Disarm}{Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.}{true}{}{} },% {resist questioning}:{ - \swtalent{Resist Questioning}{When targeted by an opposed social skill check, the character may suffer 2 strain to add \setback{} to the check. If the check fails, the character may spend \despair{} to indicate they have provided false information.}{true}{}{} + \swtalent{Resist Questioning}{When targeted by an opposed social skill check, the character may suffer 2 strain to add \setbackSmall{} to the check. If the check fails, the character may spend \despairSmall{} to indicate they have provided false information.}{true}{}{} },% {resist questioning - improved}:{ - \swtalent{Improved Resist Questioning}{When one ally within short range is targeted by an opposed social skill check, the character may perform Resist Questioning to affect this check instead. If the check fails, may spend \despair{} to indicate the ally provided false information to foe.}{}{}{} + \swtalent{Improved Resist Questioning}{When one ally within short range is targeted by an opposed social skill check, the character may perform Resist Questioning to affect this check instead. If the check fails, may spend \despairSmall{} to indicate the ally provided false information to foe.}{}{}{} },% {resolve}:{ \swtalent{Resolve}{When a character involuntarily suffers strain, they suffer 1 less strain per rank of Resolve, to a minimum of}{}{}{true} },% {resource allocation}:{ - \swtalent{Resource Allocation}{At the beginning of a Mass Combat, make a \hard{} Charm or Negotiation check to increase their force's strength by one step for the duration of the encounter. May spend \triumph{} from the check to upgrade the ability of their force's first Mass Combat check.}{true}{}{} + \swtalent{Resource Allocation}{At the beginning of a Mass Combat, make a \hard{} Charm or Negotiation check to increase their force's strength by one step for the duration of the encounter. May spend \triumphSmall{} from the check to upgrade the ability of their force's first Mass Combat check.}{true}{}{} },% {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.}{}{}{true} @@ -1055,28 +1055,28 @@ \swtalent{Saber Swarm}{Perform the Saber Swarm maneuver; suffer 1 strain, to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during check.}{true}{true}{} },% {saber throw}:{ - \swtalent{Saber Throw}{Perform Saber Throw action, make Lightsaber combat check as ranged attack at target within medium range, adding \force{} no greater than Force rating. Must spend \forcepoint{} and succeed to hit target; spend \forcepoint{} to have weapon return to hand.}{true}{true}{} + \swtalent{Saber Throw}{Perform Saber Throw action, make Lightsaber combat check as ranged attack at target within medium range, adding \forceSmall{} no greater than Force rating. Must spend \forcepoint{} and succeed to hit target; spend \forcepoint{} to have weapon return to hand.}{true}{true}{} },% {sarlacc sweep}:{ - \swtalent{Sarlacc Sweep}{Increase difficulty of Lightsaber check by 1 to perform Sarlacc Sweep action. May spend \advantage{}\advantage{} to hit additional engaged targets.}{true}{true}{} + \swtalent{Sarlacc Sweep}{Increase difficulty of Lightsaber check by 1 to perform Sarlacc Sweep action. May spend \advantageSmall{} \advantageSmall{} to hit additional engaged targets.}{true}{true}{} },% {savvy}:{ - \swtalent{Savvy}{The character adds \boost{} to Charm or Negotiation checks per rank of Savvy.}{}{}{true} + \swtalent{Savvy}{The character adds \boostSmall{} to Charm or Negotiation checks per rank of Savvy.}{}{}{true} },% {scathing tirade}:{ - \swtalent{Scathing Tirade}{Take a Scathing Tirade action; make an Average (\difficulty\difficulty) Coercion check. Each \success causes one enemy in close range to suffer 1 strain. Spend \advantage{} to cause 1 affected enemy to suffer 1 additional strain.}{true}{}{} + \swtalent{Scathing Tirade}{Take a Scathing Tirade action; make an Average (\difficultySmall\difficultySmall) Coercion check. Each \successSmall causes one enemy in close range to suffer 1 strain. Spend \advantageSmall{} to cause 1 affected enemy to suffer 1 additional strain.}{true}{}{} },% {scathing tirade - improved}:{ - \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}{}{}{} + \swtalent{Scathing Tirade}{Each enemy affected by Scathing Tirade suffers \setbackSmall{} on all skill checks for a number of rounds equal to ranks in Coercion}{}{}{} },% {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}{}{} + \swtalent{Scrap 'em!}{On a successful attack, may suffer 2 strain and select allies up to ranks in Leadership, who add \boostSmall{} 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.}{}{}{} + \swtalent{Improved Scrap 'em!}{Scrap 'em! affects twice the number of allies, and allies add \boostSmall{}\boostSmall{} 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}{}{} @@ -1091,19 +1091,19 @@ \swtalent{Improved Secrets of the Jedi}{Discipline becomes a career skill. Secrets of the jedi may also be used when installing mods on lightsabers.}{}{}{} },% {seen a lot of things}:{ - \swtalent{Seen a Lot of Things}{Whenever the character fails a Knowledge check, they may spend \advantage{}\advantage{}\advantage{} to roll the check again during their next turn.}{}{}{} + \swtalent{Seen a Lot of Things}{Whenever the character fails a Knowledge check, they may spend \advantageSmall{} \advantageSmall{} \advantageSmall{} to roll the check again during their next turn.}{}{}{} },% {selective detonation}:{ - \swtalent{Selective Detonation}{When using any weapon with the Blast quality, spend \advantage{} to exclude 1 target that would normally be affected by the explosion. May not exceed ranks in Selective Detonation}{true}{}{} + \swtalent{Selective Detonation}{When using any weapon with the Blast quality, spend \advantageSmall{} to exclude 1 target that would normally be affected by the explosion. May not exceed ranks in Selective Detonation}{true}{}{} },% {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 \setbackSmall{}\setbackSmall{} to 1 N PCs skill check.}{true}{true}{} },% {sense danger}:{ - \swtalent{Sense Danger}{Once per game, remove \setback{}\setback{} from any 1 check.}{true}{true}{} + \swtalent{Sense Danger}{Once per game, remove \setbackSmall{}\setbackSmall{} from any 1 check.}{true}{true}{} },% {sense emotions}:{ - \swtalent{Sense Emotions}{Add \boost{} to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.}{}{true}{} + \swtalent{Sense Emotions}{Add \boostSmall{} to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.}{}{true}{} },% {share pain}:{ \swtalent{Share Pain}{May perform the Share Pain incidental when bonded animal suffers wounds. Reduce wounds suffered to half, then character suffers wounds equal to number reduced.}{true}{true}{} @@ -1112,46 +1112,46 @@ \swtalent{Shien Technique}{When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn.}{}{true}{} },% {shortcut}:{ - \swtalent{Shortcut}{During a chase, add \boost{} per rank in Shortcut to any checks made to catch or escape an opponent.}{}{}{true} + \swtalent{Shortcut}{During a chase, add \boostSmall{} per rank in Shortcut to any checks made to catch or escape an opponent.}{}{}{true} },% {shroud}:{ \swtalent{Shroud}{The character may spend 1 Destiny Point to make him self undetectable via Force powers and make their 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}{} + \swtalent{Side By Side}{While the character and one or more engaged allies are wielding lightsabers, add \threatSmall{} 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}{}{} },% {side step - improved}:{ - \swtalent{Improved Side Step}{When the character performs a Side Step maneuver, until the start of their next turn they may spend \threat{}\threat{}\threat{} or \despair{} from an attackers check to inflict one hit with a ranged weapon they are wielding.}{true}{}{} + \swtalent{Improved Side Step}{When the character performs a Side Step maneuver, until the start of their next turn they may spend \threatSmall{}\threatSmall{}\threatSmall{} or \despairSmall{} from an attackers check to inflict one hit with a ranged weapon they are wielding.}{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}{}{} + \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 \boostSmall{}\boostSmall{}.}{true}{}{} },% {situational awareness}:{ - \swtalent{Situational Awareness}{Allies within short range of the vehicle add \boost{} to their Perception and Vigilance checks. Allies within close range add \boost{}\boost{} instead.}{}{}{} + \swtalent{Situational Awareness}{Allies within short range of the vehicle add \boostSmall{} to their Perception and Vigilance checks. Allies within close range add \boostSmall{}\boostSmall{} instead.}{}{}{} },% {sixth sense}:{ \swtalent{Sixth Sense}{Gain + 1 ranged defense.}{}{}{} },% {skilled jockey}:{ - \swtalent{Skilled Jockey}{Remove \setback{} per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks the character attempts.}{}{}{true} + \swtalent{Skilled Jockey}{Remove \setbackSmall{} per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks the character attempts.}{}{}{true} },% {skilled slicer}:{ - \swtalent{Skilled Slicer}{When making a Computers check may spend \triumph{} to make further Computers checks within this system as maneuvers.}{true}{}{} + \swtalent{Skilled Slicer}{When making a Computers check may spend \triumphSmall{} to make further Computers checks within this system as maneuvers.}{true}{}{} },% {sleight of hand}:{ \swtalent{} },% {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 \boostSmall{} 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{} 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}{}{} + \swtalent{Smooth Talker}{When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend \triumphSmall{} to gain additional \successSmall{} equal to ranks in Smooth Talker.}{true}{}{} },% {sniper shot}:{ \swtalent{Sniper Shot}{Before making a non thrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon's range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase}{true}{}{true} @@ -1175,22 +1175,22 @@ \swtalent{Sound Investments}{At the start of each session, gain 100 credits for each rank of Sound Investments.}{}{}{} },% {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 \despairSmall{}. Items with Limited Ammo quality run out of ammo as normal.}{}{}{} },% {speaks binary}:{ - \swtalent{Speaks Binary}{When directing NPC droids, may grant them \boost{} per rank of Speaks Binary on checks.}{}{}{true} + \swtalent{Speaks Binary}{When directing NPC droids, may grant them \boostSmall{} per rank of Speaks Binary on checks.}{}{}{true} },% {speaks binary - improved}:{ - \swtalent{Improved Speaks Binary}{When directing NPC droids, those droids grant additional \boost{} in addition to other benefits.}{}{}{} + \swtalent{Improved Speaks Binary}{When directing NPC droids, those droids grant additional \boostSmall{} in addition to other benefits.}{}{}{} },% {speaks binary - supreme}:{ \swtalent{Supreme Speaks Binary}{Once per encounter, may perform the Speaks Binary maneuver. A number of NPC droids up to ranks in Speaks Binary may use the character's ranks for 1 skill of the character's choice.}{true}{}{} },% {stalker}:{ - \swtalent{Stalker}{Add \boost{} per rank of stalker to all Stealth and Coordination checks.}{}{}{true} + \swtalent{Stalker}{Add \boostSmall{} per rank of stalker to all Stealth and Coordination checks.}{}{}{true} },% {stand firm!}:{ - \swtalent{Stand Firm!}{As an action, make a \hard{} Leadership check. Choose one ally per \success{} who increase their wound threshold by the character's Presence until the end of the encounter.}{true}{}{} + \swtalent{Stand Firm!}{As an action, make a \hard{} Leadership check. Choose one ally per \successSmall{} who increase their wound threshold by the character's Presence until the end of the encounter.}{true}{}{} },% {stand firm! - improved}:{ \swtalent{Improved Stand Firm!}{Stand Firm action also increases affected allies' strain threshold by an amount equal to the character's Presence rating.}{}{}{} @@ -1202,22 +1202,22 @@ \swtalent{Steely nerves}{Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.}{true}{}{} },% {stim application}:{ - \swtalent{Stim Application}{Take the Stim Application Action; make an Average (\difficulty\difficulty) Medicine check. If successful. 1 engaged ally increases 1 characteristic by 1 for the remainder of the encounter and suffers 4 strain.}{true}{}{} + \swtalent{Stim Application}{Take the Stim Application Action; make an Average (\difficultySmall\difficultySmall) 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{}, 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}{}{}{} + \swtalent{Supreme Stim Application}{When performing the Stim Application Action. spend \triumphSmall{} to increase an additional Characteristic by 1}{}{}{} },% {stimpack specialization}:{ \swtalent{Stimpack Specialization}{Stimpacks heal 1 additional wound per rank of Stimpack Specialization.}{}{}{true} },% {strategic form}:{ - \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}{} + \swtalent{Strategic Form}{May take the Strategic Form action, making a \hard{} Lightsaber (Intellect) check, rolling \forceSmall{} 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.}{}{}{true} + \swtalent{Street Smarts}{Remove \setbackSmall{} per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.}{}{}{true} },% {stroke of genius}:{ \swtalent{Stroke of Genius}{Once per session, makeone skill check using Intellect rather than the characteristic linked to that}{true}{}{} @@ -1229,10 +1229,10 @@ \swtalent{Stunning Blow}{When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.}{true}{}{} },% {stunning blow - improved}:{ - \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 \triumphSmall{} to stagger target for 1 round per \triumphSmall{}.}{true}{}{} },% {sum djem}:{ - \swtalent{Sum Djem}{May spend \triumph{} or \advantage{}\advantage{} with successful Lightsaber check to disarm opponent.}{}{true}{} + \swtalent{Sum Djem}{May spend \triumphSmall{} or \advantageSmall{} \advantageSmall{} with successful Lightsaber check to disarm opponent.}{}{true}{} },% {summon item}:{ \swtalent{Summon Item}{As a maneuver the character can summon or dismiss a ritually prepared item.}{true}{}{} @@ -1241,10 +1241,10 @@ \swtalent{Superior Reflexes}{Gain +1 melee defense.}{}{}{} },% {supporting evidence}:{ - \swtalent{Supporting Evidence}{When assisting an ally with a Charm, Deception, Leadership, or Negotiaton check, add automatic \advantage{} per rank of Supporting Evidence.}{}{}{true} + \swtalent{Supporting Evidence}{When assisting an ally with a Charm, Deception, Leadership, or Negotiaton check, add automatic \advantageSmall{} per rank of Supporting Evidence.}{}{}{true} },% {suppressing fire}:{ - \swtalent{Suppressing Fire}{Character and allies in short range may spend \advantage{} on failed combat checks once per round to inflict 1 strain per rank in Suppressing Fire on the target.}{}{}{true} + \swtalent{Suppressing Fire}{Character and allies in short range may spend \advantageSmall{} on failed combat checks once per round to inflict 1 strain per rank in Suppressing Fire on the target.}{}{}{true} },% {surgeon}:{ \swtalent{Surgeon}{When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of surgeon.}{}{}{true} @@ -1259,7 +1259,7 @@ \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}{}{} + \swtalent{Improved Tactical Advance}{The character may spend \advantageSmall{} \advantageSmall{} from any check they make or \threatSmall{}\threatSmall{} 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.}{}{}{} @@ -1274,7 +1274,7 @@ \swtalent{Targeted Blow}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one}{true}{}{} },% {targeted firepower}:{ - \swtalent{Targeted Firepower}{Once per session may take Targeted Firepower action; identify one enemy target and make a \hard{} Knowledge (Warfare) check. If successful, for the rest of encounter allies within short range of character add \advantage{} to attacks against target equal to \success{} gained in the check.}{true}{}{} + \swtalent{Targeted Firepower}{Once per session may take Targeted Firepower action; identify one enemy target and make a \hard{} Knowledge (Warfare) check. If successful, for the rest of encounter allies within short range of character add \advantageSmall{} to attacks against target equal to \successSmall{} gained in the check.}{true}{}{} },% {technical aptitude}:{ \swtalent{Technical Aptitude}{Reduce time needed to complete Computers-relat-ed tasks by 25\% per rank.}{}{}{true} @@ -1283,19 +1283,19 @@ \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{} 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 \forceSmall{} no greater than Force rating. Disorient one target within medium range per \successSmall. Spend \advantageSmall{} \advantageSmall{} 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}{} + \swtalent{Improved Terrify}{Reduce the difficulty of Terrify's check to Average (\difficultySmall\difficultySmall) and may spend to stagger an affected target.}{}{true}{} },% {the force is my ally}:{ \swtalent{The Force is My Ally}{Once per session, may suffer 2 strain to perform Force power action as maneuver.}{true}{true}{} },% {there is no try}:{ - \swtalent{There is No Try}{Once per session before an ally rolls the dice for a check, the character may spend 1 Destiny Point to allow the ally to automatically succeed at the check with one \success{} and no other results.}{true}{true}{} + \swtalent{There is No Try}{Once per session before an ally rolls the dice for a check, the character may spend 1 Destiny Point to allow the ally to automatically succeed at the check with one \successSmall{} and no other results.}{true}{true}{} },% {thorough assessment}:{ - \swtalent{Thorough Assessment}{Once per session, take a Thorough Assessment action; make a \hard{} Knowledge check to gain \boost{} equal to \success{} that can be distributed during the encounter.}{true}{}{} + \swtalent{Thorough Assessment}{Once per session, take a Thorough Assessment action; make a \hard{} Knowledge check to gain \boostSmall{} equal to \successSmall{} that can be distributed during the encounter.}{true}{}{} },% {time to go}:{ \swtalent{Time to Go}{May spend 1 Destiny Point to perform a Move maneuver as an incidental to attempt to move into cover or out of the Blast range of a weapon or explosion.}{true}{}{} @@ -1310,13 +1310,13 @@ \swtalent{To the Death}{Once per session, suffer strain up to Willpower and add +10 per strain suffered to critical rolls the character inflicts or suffers until the end of the encounter.}{true}{}{} },% {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 \boostSmall{}\boostSmall{} to any one check.}{true}{true}{} },% {toughened}:{ \swtalent{Toughened}{Gain +2 wound threshold.}{}{}{true} },% {translation error}:{ - \swtalent{Translation Error}{Once per encounter, the character may remove \despair{} from the results of a social skill check they make.}{true}{}{} + \swtalent{Translation Error}{Once per encounter, the character may remove \despairSmall{} 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.}{}{}{} @@ -1325,22 +1325,22 @@ \swtalent{True Aim}{Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.}{true}{}{true} },% {trust no one}:{ - \swtalent{Trust No One}{When targeted by a social check, may chose to suffer one strain to add automatic \failure{} to the check. If the check fails with \despair{}, the character may immediately perform a maneuver as an out-of-turn incidental.}{true}{}{} + \swtalent{Trust No One}{When targeted by a social check, may chose to suffer one strain to add automatic \failureSmall{} to the check. If the check fails with \despairSmall{}, the character may immediately perform a maneuver as an out-of-turn incidental.}{true}{}{} },% {trust the captain}:{ \swtalent{Trust the Captain}{May take the Trust the Captain action by making a \hard{} Leadership check. If successful, for the rest of the encounter allies within short range increase their ranks in Discipline by an amount equal to ranks in Trust the Captain.}{true}{}{} },% {twisted words}:{ - \swtalent{Twisted Words}{When an incoming social check generates \threat{}\threat{} or \despair{}, may suffer 1 strain as an incidental to inflict strain equal to ranks in Coercion on speaker.}{true}{}{} + \swtalent{Twisted Words}{When an incoming social check generates \threatSmall{}\threatSmall{} or \despairSmall{}, may suffer 1 strain as an incidental to inflict strain equal to ranks in Coercion on speaker.}{true}{}{} },% {uncanny reactions}:{ - \swtalent{Uncanny Reactions}{Add \boost{} per rank of Uncanny Reactions to all Vigilance checks.}{}{true}{true} + \swtalent{Uncanny Reactions}{Add \boostSmall{} per rank of Uncanny Reactions to all Vigilance checks.}{}{true}{true} },% {uncanny senses}:{ - \swtalent{Uncanny Senses}{Add \boost{} per rank of Uncanny Reactions to all Perception checks.}{}{true}{true} + \swtalent{Uncanny Senses}{Add \boostSmall{} per rank of Uncanny Reactions to all Perception checks.}{}{true}{true} },% {unity assault}:{ - \swtalent{Unity Assault}{If a missed combat check generates \triumph{} or \advantage{}\advantage{}\advantage{} may spend to perform Force power targeting allies as a maneuver.}{true}{true}{} + \swtalent{Unity Assault}{If a missed combat check generates \triumphSmall{} or \advantageSmall{} \advantageSmall{} \advantageSmall{} may spend to perform Force power targeting allies as a maneuver.}{true}{true}{} },% {unstoppable}:{ \swtalent{Unstoppable}{If a Critical Injury roll is 1 or reduced to 1, do not receive the critical injury.}{}{}{} @@ -1352,10 +1352,10 @@ \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.}{}{}{true} + \swtalent{Utinni!}{Remove \setbackSmall{} per rank of Utinni! from checks to find and or scavenge items or gear Such checks take half the time.}{}{}{true} },% {valuable facts}:{ - \swtalent{Valuable Facts}{Once per encounter, per form Valuable Facts action; make an Average (\difficulty\difficulty) Knowledge check If successful, add \triumph{} to one ally's skill check during the encounter.}{true}{}{} + \swtalent{Valuable Facts}{Once per encounter, per form Valuable Facts action; make an Average (\difficultySmall\difficultySmall) Knowledge check If successful, add \triumphSmall{} to one ally's skill check during the encounter.}{true}{}{} },% {vehicle combat training}:{ \swtalent{Vehicle Combat Training}{Gunnery and Piloting (Planetary) become career skills.}{}{}{} @@ -1379,7 +1379,7 @@ \swtalent{Works Like a Charm}{Once per session, make one skill check using Presence rather than the characteristic linked to that skill}{true}{}{} },% {expert handler}:{ - \swtalent{Expert Handler}{Remove \setback{} per rank of Expert Handler from Survival checks made to ride beasts.}{}{}{true} + \swtalent{Expert Handler}{Remove \setbackSmall{} per rank of Expert Handler from Survival checks made to ride beasts.}{}{}{true} },% {spur}:{ \swtalent{Spur}{Take a Spur action; make a \hard{} Survival check to increase a beast's top speed by 1. The beast suffers 2 strain every round it stays spurred.}{true}{}{} @@ -1391,7 +1391,7 @@ \swtalent{Supreme Spur}{When activating and maintaining Spur, the beast only suffers 1 strain instead of 2.}{}{}{} },% {soothing tone}:{ - \swtalent{Soothing Tone}{Take a Soothing Tone action; make an \average{} Knowledge (Xenology) check to allow a beast to recover strain equal to \success{}.}{true}{}{} + \swtalent{Soothing Tone}{Take a Soothing Tone action; make an \average{} Knowledge (Xenology) check to allow a beast to recover strain equal to \successSmall{}.}{true}{}{} },% {second chances}:{ \swtalent{Second Chances}{Once per encounter, choose a number of positive dice equal to ranks in Second Chances and reroll them.}{true}{}{true} @@ -1406,7 +1406,7 @@ \swtalent{Improved Corellian Sendoff}{When performing a Corellian Sendoff, the targets suffer a major collision instead.}{}{}{} },% {showboat}:{ - \swtalent{Showboat}{When making a check in a starship or vehicle, may suffer 2 strain to gain \triumph{} on success or \despair{} on failure.}{}{}{} + \swtalent{Showboat}{When making a check in a starship or vehicle, may suffer 2 strain to gain \triumphSmall{} on success or \despairSmall{} on failure.}{}{}{} },% {larger project}:{ \swtalent{Larger Project}{Signature Vehicle can have a silhouette 1 larger per rank of Larger Project.}{}{}{true} @@ -1439,7 +1439,7 @@ \swtalent{Reinforced Frame}{Signature Vehicle gains Massive 1; when making an attack targeting the ship or vehicle, the Critical rating of any weapons used count as 1 higher.}{}{}{} },% {iron body}:{ - \swtalent{Iron Body}{Remove \setback{} per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (to a minimum of 1).}{}{}{true} + \swtalent{Iron Body}{Remove \setbackSmall{} per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (to a minimum of 1).}{}{}{true} },% {martial grace}:{ \swtalent{Martial Grace}{Once per round, suffer 2 strain to add damage equal to ranks in Coordination to next Brawl check made this turn.}{true}{}{} @@ -1454,31 +1454,31 @@ \swtalent{Improved Precision Strike}{Once per round, when inflicting a Critical Injury with a Brawl or Melee weapon, may suffer 2 strain to change the result to any \average{} Critical Injury.}{true}{}{} },% {overbalance}:{ - \swtalent{Overbalance}{When a combat check made by an engaged foe generates \despair{} or \threat{}\threat{}\threat{}, may stagger attacker until the end of their next turn.}{}{}{} + \swtalent{Overbalance}{When a combat check made by an engaged foe generates \despairSmall{} or \threatSmall{}\threatSmall{}\threatSmall{}, may stagger attacker until the end of their next turn.}{}{}{} },% {mind over matter}:{ \swtalent{Mind Over Matter}{The character may spend one Destiny Point to recover strain equal to Willpower rating.}{true}{}{} },% {coordination dodge}:{ - \swtalent{Coordination Dodge}{When targeted by a combat check, may spend 1 Destiny Point to add \failure{} equal to ranks in Coordination.}{true}{}{} + \swtalent{Coordination Dodge}{When targeted by a combat check, may spend 1 Destiny Point to add \failureSmall{} equal to ranks in Coordination.}{true}{}{} },% {precision strike - supreme}:{ \swtalent{Supreme Precision Strike}{Once per session, when inflicting a Critical Injury with an unarmed attack, may suffer 3 strain to change the result to any \hard{} Critical Injury.}{}{}{} },% {planet mapper}:{ - \swtalent{Planet Mapper}{Remove \setback{} per rank of Planet Mapper from Streetwise or Survival checks used for navigation on a world. Such checks also take half normal time.}{}{}{true} + \swtalent{Planet Mapper}{Remove \setbackSmall{} per rank of Planet Mapper from Streetwise or Survival checks used for navigation on a world. Such checks also take half normal time.}{}{}{true} },% {offensive driving}:{ \swtalent{Offensive Driving}{As a maneuver, suffer system strain up to vehicle's highest defense to upgrade the difficulty of target's next Piloting check that many times.}{true}{}{} },% {shortcut - improved}:{ - \swtalent{Improved Shortcut}{When engaging in a chase or race, may suffer 2 strain to add \success{} equal to ranks in Shortcut to the check.}{true}{}{} + \swtalent{Improved Shortcut}{When engaging in a chase or race, may suffer 2 strain to add \successSmall{} equal to ranks in Shortcut to the check.}{true}{}{} },% {hindering shot}:{ \swtalent{Hindering Shot}{Increase the difficulty of next Gunnery check by 1. If check deals damage, target starship or vehicle suffers system strain equal to speed when it moves until the end of the encounter.}{true}{}{} },% {hard-boiled}:{ - \swtalent{Hard-Boiled}{When recovering strain after an encounter, may spend \advantage{} up to ranks in Hard-Boiled to recover 1 wound per \advantage{} spent.}{}{}{true} + \swtalent{Hard-Boiled}{When recovering strain after an encounter, may spend \advantageSmall{} up to ranks in Hard-Boiled to recover 1 wound per \advantageSmall{} spent.}{}{}{true} },% {street smarts - improved}:{ \swtalent{Improved Street Smarts}{Once per session, may take an Improved Street Smarts action; make a \formidable{} Streetwise or Knowledge (Underworld) check to learn one vital clue from the GM. Reduce the difficulty once per rank of Street Smarts.}{true}{}{} @@ -1493,16 +1493,16 @@ \swtalent{Natural Merchant}{Once per session, may re-roll any 1 Streetwise or Negotiation check.}{true}{}{} },% {unrelenting skeptic}:{ - \swtalent{Unrelenting Skeptic}{When targeted by a Deception check, the character automatically adds \failure{} to the check equal to ranks in Vigilance}{}{}{} + \swtalent{Unrelenting Skeptic}{When targeted by a Deception check, the character automatically adds \failureSmall{} to the check equal to ranks in Vigilance}{}{}{} },% {unrelenting skeptic - improved}:{ - \swtalent{Improved Unrelenting Skeptic}{When targeted by a Deception check that fails, may spend 1 Destiny Point to add \despair{} to results.}{true}{}{} + \swtalent{Improved Unrelenting Skeptic}{When targeted by a Deception check that fails, may spend 1 Destiny Point to add \despairSmall{} to results.}{true}{}{} },% {distracting behavior}:{ - \swtalent{Distracting Behavior}{Make a Distracting Behavior maneuver and suffer strain no greater than ranks in Cunning. Until beginning of next turn, equal number of NPCs suffer \threat{} on checks. Range increases with additional ranks.}{true}{}{true} + \swtalent{Distracting Behavior}{Make a Distracting Behavior maneuver and suffer strain no greater than ranks in Cunning. Until beginning of next turn, equal number of NPCs suffer \threatSmall{} on checks. Range increases with additional ranks.}{true}{}{true} },% {distracting behavior - improved}:{ - \swtalent{Improved Distracting Behavior}{The Distracting Behavior maneuver inflicts \threat{}\threat{} on NPCs' checks when NPCs target character's allies.}{true}{}{} + \swtalent{Improved Distracting Behavior}{The Distracting Behavior maneuver inflicts \threatSmall{}\threatSmall{} on NPCs' checks when NPCs target character's allies.}{true}{}{} },% {deceptive taunt}:{ \swtalent{Deceptive Taunt}{Once per session, may make Deceptive Taunt action. Make opposed Deception check. If successful, one adversary must attack the chaarcter during adversary's next turn.}{true}{}{} @@ -1523,7 +1523,7 @@ \swtalent{Natural Instructor}{Once per session, may re-roll one Discipline or Leadership check.}{true}{}{} },% {that's how it's done}:{ - \swtalent{That's How It's Done}{May suffer 1 strain on successful skill check to add \advantage{} to the same skill check made by a number of allies equally to Willpower within short range during the next round.}{true}{}{} + \swtalent{That's How It's Done}{May suffer 1 strain on successful skill check to add \advantageSmall{} to the same skill check made by a number of allies equally to Willpower within short range during the next round.}{true}{}{} },% {well read}:{ \swtalent{Well Read}{Choose any 3 knowledge skills. They permanently become career skills.}{}{}{} @@ -1532,16 +1532,16 @@ \swtalent{Master Strategist}{Once per phase, during a mass combat, may suffer 2 strain to decrease difficulty of a Mass Combat check once.}{true}{}{} },% {ready for anything}:{ - \swtalent{Ready for Anything}{Remove \setback{} per rank of Ready for Anything on Mass Combat checks and Cool or Vigilance checks to determine initiative order.}{}{}{true} + \swtalent{Ready for Anything}{Remove \setbackSmall{} per rank of Ready for Anything on Mass Combat checks and Cool or Vigilance checks to determine initiative order.}{}{}{true} },% {ready for anything - improved}:{ - \swtalent{Improved Ready for Anything}{When making Cool or Vigilance checks to determine Initiative order, may spend \triumph{} to add \success{} equal to ranks in Ready for Anything.}{}{}{} + \swtalent{Improved Ready for Anything}{When making Cool or Vigilance checks to determine Initiative order, may spend \triumphSmall{} to add \successSmall{} equal to ranks in Ready for Anything.}{}{}{} },% {savvy negotiator}:{ - \swtalent{Savvy Negotiator}{Remove \setback{} per rank of Savvy Negotiator from all from all Negotiation and Streetwise checks.}{}{}{true} + \swtalent{Savvy Negotiator}{Remove \setbackSmall{} per rank of Savvy Negotiator from all from all Negotiation and Streetwise checks.}{}{}{true} },% {improved sunder}:{ - \swtalent{Improved Sunder}{Each \advantage{} spent to activate a weapon's Sunder quality damages an item two steps, instead of one.}{}{}{} + \swtalent{Improved Sunder}{Each \advantageSmall{} spent to activate a weapon's Sunder quality damages an item two steps, instead of one.}{}{}{} },% {crucial point}:{ \swtalent{Crucial Point}{Once per session, the character may introduce to negotiations one potential concession that an opponent will do nearly anything to obtain.}{true}{}{} @@ -1568,7 +1568,7 @@ \swtalent{Empty Soul}{If the character is carrying items that total 2 encumbrance or less, add \lightforce{}\darkforce{} to Force power checks.}{}{true}{} },% {skilled teacher}:{ - \swtalent{Skilled Teacher}{If an ally at short range has lower ranks in a skill than the character, the character may perform a Skilled Teacher incidental to suffer a number of strain no greater than ranks of Skilled Teacher, then add an equal number of \success{} to ally's next check.}{true}{}{true} + \swtalent{Skilled Teacher}{If an ally at short range has lower ranks in a skill than the character, the character may perform a Skilled Teacher incidental to suffer a number of strain no greater than ranks of Skilled Teacher, then add an equal number of \successSmall{} to ally's next check.}{true}{}{true} },% {now the master}:{ \swtalent{Now the Master}{Once per session, choose one talent or Force power that any character in the current encounter possesses. Gain that talent or Force power until the end of the encounter.}{true}{true}{} @@ -1583,7 +1583,7 @@ \swtalent{Once a Learner}{As an action, suffer 4 strain and let one ally within short range increase the ally's Force rating by an amount equal to the character's Force rating until the end of the round.}{true}{true}{} },% {design flaw}:{ - \swtalent{Design Flaw}{When making a combat check with a personval scale weapon against a droid, may add \advantage{} equal to ranks of Design Flaw.}{true}{}{true} + \swtalent{Design Flaw}{When making a combat check with a personval scale weapon against a droid, may add \advantageSmall{} equal to ranks of Design Flaw.}{true}{}{true} },% {combat programming}:{ \swtalent{Combat Programming}{Once per encounter make a \hard{} Computers check while repairing or working on a droid. For the remainder of the encounter, the droid gains 1 rank in two different combat skills.}{true}{}{} @@ -1601,40 +1601,40 @@ \swtalent{Reroute Processors}{Once per encounter, may take a Reroute Processors action; make an \average{} Computers check to reduce one of a droid's characteristics by 1 and increase another of its characteristics by 1.}{true}{}{} },% {construction specialist}:{ - \swtalent{Construction Specialist}{Remove \setback{} equal to ranks in Construction Specialist from checks to construct defenses, positions, fortifications, and similar projects.}{}{}{true} + \swtalent{Construction Specialist}{Remove \setbackSmall{} equal to ranks in Construction Specialist from checks to construct defenses, positions, fortifications, and similar projects.}{}{}{true} },% {improvised defenses}:{ \swtalent{Improvised Defenses}{May make an \average{} Survival check to fashion small defenses, providing cover for up to 4 characters for the rest of the encounter.}{true}{}{} },% {improvised detonation}:{ - \swtalent{Improvised Detonation}{Once per session, make a \hard{} Mechanics check to perform the Improvised Detonation action and build an explosive device, dealing damage equal to ranks in Intellect + ranks in Mechanics + \success{}.}{true}{}{} + \swtalent{Improvised Detonation}{Once per session, make a \hard{} Mechanics check to perform the Improvised Detonation action and build an explosive device, dealing damage equal to ranks in Intellect + ranks in Mechanics + \successSmall{}.}{true}{}{} },% {weak foundation}:{ - \swtalent{Weak Foundation}{Once per session may take the Weak Foundation action; make a \hard{} Knowledge (Warfare) check. If successful, for the remainder of the encounter the character and all allies add automatic \advantage{}\advantage{} or \success{} to all combat checks made targeting the identified fixed structure.}{true}{}{} + \swtalent{Weak Foundation}{Once per session may take the Weak Foundation action; make a \hard{} Knowledge (Warfare) check. If successful, for the remainder of the encounter the character and all allies add automatic \advantageSmall{} \advantageSmall{} or \successSmall{} to all combat checks made targeting the identified fixed structure.}{true}{}{} },% {improvised position}:{ \swtalent{Improvised Position}{The character may make a \hard{} Mechanics check to construct a secure position. This provides cover for the group and its vehicles.}{true}{}{} },% {master demolitionist}:{ - \swtalent{Master Demolitionist}{When resolving an attack from a personal explosive or ordnance weapon, may spend \advantage{} or \triumph{} to have the weapon's Blast quality act at short range, or medium if it already acts at short.}{true}{}{} + \swtalent{Master Demolitionist}{When resolving an attack from a personal explosive or ordnance weapon, may spend \advantageSmall{} or \triumphSmall{} to have the weapon's Blast quality act at short range, or medium if it already acts at short.}{true}{}{} },% {dockyard expertise}:{ \swtalent{Dockyard Expertise}{May make an \average{} Knowledge (Education) check when at a space dock. If successful, the cost and time for repairs is reduced by 25\% per rank of Dockyard Expertise}{true}{}{true} },% {eye for detail}:{ - \swtalent{Eye for Detail}{After making a Mechanics or Computers check, may suffer strain up to ranks in Eye for Detail to convert that many \success{} to \advantage{}.}{true}{}{true} + \swtalent{Eye for Detail}{After making a Mechanics or Computers check, may suffer strain up to ranks in Eye for Detail to convert that many \successSmall{} to \advantageSmall{}.}{true}{}{true} },% {creative design}:{ - \swtalent{Creative Design}{As part of resolving a successful crafting check, the character may also apply a result equivalent to spending a number of \advantage{} equal to their ranks in Creative Design. The GM may then apply a result equivalent to spending the same number of \threat{}.}{}{}{true} + \swtalent{Creative Design}{As part of resolving a successful crafting check, the character may also apply a result equivalent to spending a number of \advantageSmall{} equal to their ranks in Creative Design. The GM may then apply a result equivalent to spending the same number of \threatSmall{}.}{}{}{true} },% {smart handling}:{ - \swtalent{Smart Handling}{Once per session, take the Smart Handling action; making a \hard{} Knowledge (Education) check. Until start of the next round the ship's handling increases by 2 plus an amount equal to \advantage{} scored on the check to a maximum handling of +4.}{true}{}{} + \swtalent{Smart Handling}{Once per session, take the Smart Handling action; making a \hard{} Knowledge (Education) check. Until start of the next round the ship's handling increases by 2 plus an amount equal to \advantageSmall{} scored on the check to a maximum handling of +4.}{true}{}{} },% {push the specs}:{ \swtalent{Push the Specs}{Perform the Push the Specs action when in a starship or vehicle, making an \average{} Knowledge (Education) check. With success, the ship's top speed increases by 1 for a number of rounds equal to the character's Intellect.}{true}{}{} },% {pin}:{ - \swtalent{Pin}{take Pin action; make an Opposed Athletics check to immobilize an engaged opponent until the end of the character's next turn. Spend \triumph{} to extend duration one round.}{true}{}{} + \swtalent{Pin}{take Pin action; make an Opposed Athletics check to immobilize an engaged opponent until the end of the character's next turn. Spend \triumphSmall{} to extend duration one round.}{true}{}{} },% {museum worthy}:{ \swtalent{Museum Worthy}{Once per session, take Museum Worthy action; make a \hard{} Knowledge (Education) check to ascertain information regarding a relic, ruin, or piece of history.}{true}{}{} @@ -1652,34 +1652,34 @@ \swtalent{Supreme Armor Master}{Once per round, may suffer 3 strain to take the Armor Master incidental: reduce the next Critical Injury suffered by 10 per point of soak, to a minimum of 1.}{true}{}{} },% {reinforce item}:{ - \swtalent{Reinforce Item}{Take the Reinforce Item maneuver: commit \force{}\force{} to grant one weapon or piece of armor the Cortosis quality while \force{}\force{} remains committed. Suffer 3 strain every round \force{}\force{} remain committed.}{true}{true}{} + \swtalent{Reinforce Item}{Take the Reinforce Item maneuver: commit \forceSmall{}\forceSmall{} to grant one weapon or piece of armor the Cortosis quality while \forceSmall{}\forceSmall{} remains committed. Suffer 3 strain every round \forceSmall{}\forceSmall{} remain committed.}{true}{true}{} },% {no escape}:{ - \swtalent{No Escape}{May spend \advantage{}\advantage{} from a Coercion check or \threat{}\threat{} from a foe's Discipline check; that target cannot perform a free maneuver during their next turn.}{}{true}{} + \swtalent{No Escape}{May spend \advantageSmall{} \advantageSmall{} from a Coercion check or \threatSmall{}\threatSmall{} from a foe's Discipline check; that target cannot perform a free maneuver during their next turn.}{}{true}{} },% {baleful gaze}:{ \swtalent{Baleful Gaze}{When targeted by combat check from within medium range, may spend a Destiny Point to upgrade the difficulty of the check a number of times equal to ranks in Coercion. Take 1 conflict at the beginning of each session.}{true}{true}{} },% {prescient shot}:{ - \swtalent{Prescient Shot}{Add \boost{} to all Ranged (Light) checks unless the target is immune to Force Powers.}{}{true}{} + \swtalent{Prescient Shot}{Add \boostSmall{} to all Ranged (Light) checks unless the target is immune to Force Powers.}{}{true}{} },% {blind spot}:{ - \swtalent{Blind Spot}{This character and allies within short range add \advantage{} to combat checks while benefitting from cover.}{}{}{} + \swtalent{Blind Spot}{This character and allies within short range add \advantageSmall{} to combat checks while benefitting from cover.}{}{}{} },% {prophetic aim}:{ - \swtalent{Prophetic Aim}{While benefitting from an Aim maneuver, \despair{} from this character's Ranged (Heavy) and Ranged (Light) checks cannot cause attacks to hit allies engaged with the target.}{}{true}{} + \swtalent{Prophetic Aim}{While benefitting from an Aim maneuver, \despairSmall{} from this character's Ranged (Heavy) and Ranged (Light) checks cannot cause attacks to hit allies engaged with the target.}{}{true}{} },% {talk the talk}:{ \swtalent{Talk the Talk}{When making a Knowledge skill check, the character may spend 1 Destiny Point to substitute Knowledge (Underworld) or Streetwise for the required skill.}{true}{}{} },% {loom}:{ - \swtalent{Loom}{When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds \advantage{} per rank in Coercion to the ally's check.}{}{}{} + \swtalent{Loom}{When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds \advantageSmall{} per rank in Coercion to the ally's check.}{}{}{} },% {walk the walk}:{ \swtalent{Walk the Walk}{The character may spend 1 Destiny Point to add damage equal to their ranks in Streetwise to one hit of a successful Brawl check.}{true}{}{} },% {steady nerves}:{ - \swtalent{Steady Nerves}{Remove \setback{} per rank of Steady Nerves from Cool or Skulduggery checks.}{}{}{true} + \swtalent{Steady Nerves}{Remove \setbackSmall{} per rank of Steady Nerves from Cool or Skulduggery checks.}{}{}{true} },% {improvised detonation - improved}:{ \swtalent{Improved Improvised Detonation}{Reduce the difficulty of Improvised Detonation's check to \average{} and increase damage to twice ranks in Mechanics.}{true}{}{} @@ -1694,7 +1694,7 @@ \swtalent{Heroic Resilience}{Immediately after being hit by an attack but before suffering damage, spend 1 Destiny Point to increase soak by ranks in Resilience.}{true}{}{} },% {heavy hitter}:{ - \swtalent{Heavy Hitter}{Once per session, spend \triumph{} on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1.}{true}{}{} + \swtalent{Heavy Hitter}{Once per session, spend \triumphSmall{} on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1.}{true}{}{} },% {alchemical arts}:{ \swtalent{Alchemical Arts}{After making a check to craft a potion or talisman, may suffer strain up to twice ranks in Alchemical Arts. For every two strain, add \lightforce{} or \darkforce{} to results.}{true}{true}{true} @@ -1703,73 +1703,73 @@ \swtalent{Improved Blooded}{As an action, make a \hard{} Resilience check to immediately recover from all poisons and side-effects of drugs. Reduce difficulty once per rank of Blooded.}{true}{}{} },% {transmogrify}:{ - \swtalent{Transmogrify}{When making a crafting check, may add \force{} no greater than Force Rating. Spend \forcepoint{} to add \success{} and spend \forcepoint{}\forcepoint{} to add \advantage{} to check.}{true}{true}{} + \swtalent{Transmogrify}{When making a crafting check, may add \forceSmall{} no greater than Force Rating. Spend \forcepoint{} to add \successSmall{} and spend \forcepoint{}\forcepoint{} to add \advantageSmall{} to check.}{true}{true}{} },% {identify ingredients}:{ - \swtalent{Identify Ingredients}{After being exposed to a substance, as an out of turn incidental, may roll \force{} no greater than Force Rating. Spend \forcepoint{}\forcepoint{} to immediately identify its composition and effects.}{true}{true}{} + \swtalent{Identify Ingredients}{After being exposed to a substance, as an out of turn incidental, may roll \forceSmall{} no greater than Force Rating. Spend \forcepoint{}\forcepoint{} to immediately identify its composition and effects.}{true}{true}{} },% {improvised concoction}:{ - \swtalent{Improvised Concoction}{Once per session, as an action, make a \hard{} Knowledge (Xenology) check, adding \force{} no greater than Force Rating to create 1 dose of a poison or drug with rarity of Intellect + \success{} + \forcepoint{} spent or lower.}{}{}{} + \swtalent{Improvised Concoction}{Once per session, as an action, make a \hard{} Knowledge (Xenology) check, adding \forceSmall{} no greater than Force Rating to create 1 dose of a poison or drug with rarity of Intellect + \successSmall{} + \forcepoint{} spent or lower.}{}{}{} },% {channel agony}:{ - \swtalent{Channel Agony}{After rolling \force{}, may suffer wounds up to twice ranks in Channel Agony to add automatic \darkforce{} for every two wounds suffered to the results. Take 1 conflict for each rank in Channel Agony at the start of each session.}{true}{true}{true} + \swtalent{Channel Agony}{After rolling \forceSmall{}, may suffer wounds up to twice ranks in Channel Agony to add automatic \darkforce{} for every two wounds suffered to the results. Take 1 conflict for each rank in Channel Agony at the start of each session.}{true}{true}{true} },% {secret lore}:{ - \swtalent{Secret Lore}{Remove \setback{} per rank of Secret Lore from all Knowledge (Lore) checks. Reduce the difficulty of all Knowledge (Lore) checks by 1.}{}{}{true} + \swtalent{Secret Lore}{Remove \setbackSmall{} per rank of Secret Lore from all Knowledge (Lore) checks. Reduce the difficulty of all Knowledge (Lore) checks by 1.}{}{}{true} },% {power of darkness}:{ \swtalent{Power of Darkness}{Once per session, may perform the Power of Darkness maneuver. Increase wound threshold and strain threshold by 1 per Dark Side Destiny Point currently in the Destiny pool until the end of the encounter. Take 1 conflict at the start of each session.}{true}{true}{} },% {overwhelming aura}:{ - \swtalent{Overwhelming Aura}{Commit \force{}. Add \advantage{} to social checks equal to \force{} committed. Add \threat{} equal to \force{} committed to enemy social checks in short range.}{true}{true}{true} + \swtalent{Overwhelming Aura}{Commit \forceSmall{}. Add \advantageSmall{} to social checks equal to \forceSmall{} committed. Add \threatSmall{} equal to \forceSmall{} committed to enemy social checks in short range.}{true}{true}{true} },% {overwhelming aura - improved}:{ - \swtalent{Improved Overwhelming Aura}{Characters affected by Overwhelming Aura add automatic \failure{} to fear checks the character causes and automatic \success{} to fear checks not caused by the character. Take 1 conflict at the start of each session.}{}{true}{} + \swtalent{Improved Overwhelming Aura}{Characters affected by Overwhelming Aura add automatic \failureSmall{} to fear checks the character causes and automatic \successSmall{} to fear checks not caused by the character. Take 1 conflict at the start of each session.}{}{true}{} },% {font of power}:{ \swtalent{Font of Power}{Once per session, may take the Font of Power action. Until the end of the encounter, character within medium range add automatic \lightforce{} or \darkforce{} to checks based on alignment.}{true}{true}{} },% {terrifying kill}:{ - \swtalent{Terrifying Kill}{The character may spend 1 Destiny Point to take the Terrifying Kill maneuver after incapacitating or inflicting a Critical Injury. Roll \force{} no greater than Force Rating and spend \forcepoint{} to inflict 1 strain on each character within short range of target. Take 1 conflict at the start of each session.}{true}{true}{} + \swtalent{Terrifying Kill}{The character may spend 1 Destiny Point to take the Terrifying Kill maneuver after incapacitating or inflicting a Critical Injury. Roll \forceSmall{} no greater than Force Rating and spend \forcepoint{} to inflict 1 strain on each character within short range of target. Take 1 conflict at the start of each session.}{true}{true}{} },% {marked for death}:{ - \swtalent{Marked for Death}{Take the Marked for Death maneuver, committing \force{}. Add \advantage{}\advantage{} to combat checks against target while \force{} remains committed, but cannot use the this talent talent again until the original target is incapacitated, or the session ends.}{true}{true}{} + \swtalent{Marked for Death}{Take the Marked for Death maneuver, committing \forceSmall{}. Add \advantageSmall{} \advantageSmall{} to combat checks against target while \forceSmall{} remains committed, but cannot use the this talent talent again until the original target is incapacitated, or the session ends.}{true}{true}{} },% {deathblow}:{ \swtalent{Deathblow}{After making a successful attack with a non starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to their Willpower to one hit of the successful attack.}{}{}{} },% {essential kill}:{ - \swtalent{Essential Kill}{When making a non-gunnery combat check, the character may add a Force dice no greater than their Force rating to the check. The character may spend \forcepoint{} to add \advantage{}, or \forcepoint{}\forcepoint{}\forcepoint{} to add a \triumph{} result (character's choice), to the result.}{}{true}{} + \swtalent{Essential Kill}{When making a non-gunnery combat check, the character may add a Force dice no greater than their Force rating to the check. The character may spend \forcepoint{} to add \advantageSmall{}, or \forcepoint{}\forcepoint{}\forcepoint{} to add a \triumphSmall{} result (character's choice), to the result.}{}{true}{} },% {one with nature}:{ \swtalent{One with Nature}{When in the wilderness, the character may make a \simple{} Survival check instead of Discipline or Cool to recover strain at the end of an encounter.}{}{}{} },% {menace}:{ - \swtalent{Menace}{Enemy within short range of the character's bonded animal adds \setback{} to next Combat checks made against the character.}{true}{}{} + \swtalent{Menace}{Enemy within short range of the character's bonded animal adds \setbackSmall{} to next Combat checks made against the character.}{true}{}{} },% {survival of the fittest}:{ \swtalent{Survival of the Fittest}{Once per session, when making a single check, the character may treat their Force Rating as being equal to ranks in Survival.}{true}{true}{} },% {animal bond - improved}:{ - \swtalent{Improved Animal Bond}{When spending a maneuver to direct a bonded animal, the character may suffer 1 strain to add \boost{} to the animal's next check.}{true}{true}{} + \swtalent{Improved Animal Bond}{When spending a maneuver to direct a bonded animal, the character may suffer 1 strain to add \boostSmall{} to the animal's next check.}{true}{true}{} },% {harass}:{ \swtalent{Harass}{Whenever the character's bonded animal makes a successful combat check against a target, it may forgo inflicting damage to upgrade the difficulty of the target's next check once instead.}{true}{true}{} },% {force connection}:{ - \swtalent{Force Connection}{When the character performs a Survival or Knowledge (Xenology) skill check, they may roll \force{} no greater than their Force Rating. The character may spend \forcepoint{} to add \success{} or \advantage{} (character's choice) to the result.}{}{true}{} + \swtalent{Force Connection}{When the character performs a Survival or Knowledge (Xenology) skill check, they may roll \forceSmall{} no greater than their Force Rating. The character may spend \forcepoint{} to add \successSmall{} or \advantageSmall{} (character's choice) to the result.}{}{true}{} },% {studious plotting}:{ \swtalent{Studious Plotting}{When making a Streetwise or Survival skill check to navigate on a world, the character may use Intellect instead of Cunning.}{}{}{} },% {holistic navigation}:{ - \swtalent{Holistic Navigation}{When making an Astrogation skill check, the character may spend one Destiny Point to remove \despair{}, or to remove \threat{} equal to their ranks in Perception.}{true}{true}{} + \swtalent{Holistic Navigation}{When making an Astrogation skill check, the character may spend one Destiny Point to remove \despairSmall{}, or to remove \threatSmall{} equal to their ranks in Perception.}{true}{true}{} },% {intuitive navigation}:{ - \swtalent{Intuitive Navigation}{When performing an Astrogation or Knowledge (Outer Rim) skill check, the character may roll \force{} no greater than their Force Rating. The character may spend \forcepoint{} to add \success{} or \advantage{} (character's choice) to the result.}{}{true}{} + \swtalent{Intuitive Navigation}{When performing an Astrogation or Knowledge (Outer Rim) skill check, the character may roll \forceSmall{} no greater than their Force Rating. The character may spend \forcepoint{} to add \successSmall{} or \advantageSmall{} (character's choice) to the result.}{}{true}{} },% {sense the scene}:{ - \swtalent{Sense the Scene}{Perform the Sense the Scene action; make a \hard{} Perception check and add \force{} no greater than Force Rating. If successful, spend \forcepoint{} to identify the emotional characteristics of one person involved in the crime.}{true}{true}{} + \swtalent{Sense the Scene}{Perform the Sense the Scene action; make a \hard{} Perception check and add \forceSmall{} no greater than Force Rating. If successful, spend \forcepoint{} to identify the emotional characteristics of one person involved in the crime.}{true}{true}{} },% {freerunning - improved}:{ \swtalent{Improved Freerunning}{Suffer 4 strain when making a move maneuver to move to any location within medium range.}{true}{}{} @@ -1778,7 +1778,7 @@ \swtalent{Better Luck Next Time}{Take a Better Luck Next Time action; make a \hard{} Cool check to force a competitor to suffer a major misfortune.}{true}{}{} },% {superhuman reflexes}:{ - \swtalent{Superhuman Reflexes}{Once per session, after generating \despair{} on a Piloting check, cancel the \despair{} and add \success{} equal to ranks in Cool.}{true}{true}{} + \swtalent{Superhuman Reflexes}{Once per session, after generating \despairSmall{} on a Piloting check, cancel the \despairSmall{} and add \successSmall{} equal to ranks in Cool.}{true}{true}{} },% {saber throw - improved}:{ \swtalent{Improved Saber Throw}{When performing the Saber Throw action, may increase the range to long range. When attacking a target at long range, spend \forcepoint{}\forcepoint{} to have weapon return to hand.}{}{true}{} @@ -1793,7 +1793,7 @@ \swtalent{Disarming Smile}{Take the Disarming Smile action; succeed at an opposed Charm check to lower all defenses of a target by ranks in Disarming Smile until the end of the encounter.}{true}{}{} },% {just kidding!}:{ - \swtalent{Just Kidding!}{Once per round as an incidental, spend 1 Destiny Point to ignora \despair{} generated on a social check by the character or any ally in short range.}{tre}{}{} + \swtalent{Just Kidding!}{Once per round as an incidental, spend 1 Destiny Point to ignora \despairSmall{} generated on a social check by the character or any ally in short range.}{tre}{}{} },% {don't shoot}:{ \swtalent{Don't Shoot}{Once per session as an action, make a \hard{} Charm check. On success, cannot be target of combat checks until the end of the encounter or until making a combat check.}{true}{}{} @@ -1802,22 +1802,22 @@ \swtalent{Up the Ante}{When gambling, win 10\% more credits per rank of Up the Ante.}{}{}{true} },% {double or nothing - supreme}:{ - \swtalent{Supreme Double or Nothing}{When performing the Double or Nothing incidental, also double the number of \triumph{} and \despair{}.}{}{}{} + \swtalent{Supreme Double or Nothing}{When performing the Double or Nothing incidental, also double the number of \triumphSmall{} and \despairSmall{}.}{}{}{} },% {fortune favors the bold}:{ \swtalent{Fortune Favors the Bold}{Once per session as an incidental, suffer 2 strain to flip one dark side Destiny Point to light side.}{true}{}{} },% {double or nothing}:{ - \swtalent{Double or Nothing}{Suffer 2 strain to perform the Double or Nothing incidental to increase the difficulty of the next check by one. Then, after cancelling opposing symbols, double the amount of remaining \advantage{}.}{true}{}{} + \swtalent{Double or Nothing}{Suffer 2 strain to perform the Double or Nothing incidental to increase the difficulty of the next check by one. Then, after cancelling opposing symbols, double the amount of remaining \advantageSmall{}.}{true}{}{} },% {double or nothing - improved}:{ - \swtalent{Improved Double or Nothing}{When performing the Double or Nothing incidental, after canceling opposing symbols, also double the amount of remaining \success{}.}{}{}{} + \swtalent{Improved Double or Nothing}{When performing the Double or Nothing incidental, after canceling opposing symbols, also double the amount of remaining \successSmall{}.}{}{}{} },% {quick draw - improved}:{ \swtalent{Improved Quick Draw}{May use Quick Draw twice per round.}{}{}{} },% {call 'em}:{ - \swtalent{Call 'em}{Do not add \setback{} to combat checks due to the use of the Aim maneuver.}{}{}{} + \swtalent{Call 'em}{Do not add \setbackSmall{} to combat checks due to the use of the Aim maneuver.}{}{}{} },% {spitfire}:{ \swtalent{Spitfire}{After a successful combined check with two Ranged (Light) weapons, additional hits can be allocated to other targets within range of the weapon.}{}{}{} @@ -1838,7 +1838,7 @@ \swtalent{Seize the Initiative}{Once per session as a maneuver, may make a \hard{} Athletics check. On success, other PCs may take their turns immediately.}{true}{}{} },% {cyberneticist}:{ - \swtalent{Cyberneticist}{Remove \setback{} per rank of Cyberneticist from checks to build, repair, and install cybernetics implants. Cybernetics cost 50\% less.}{}{}{true} + \swtalent{Cyberneticist}{Remove \setbackSmall{} per rank of Cyberneticist from checks to build, repair, and install cybernetics implants. Cybernetics cost 50\% less.}{}{}{true} },% {more machine than man}:{ \swtalent{More Machine than Man}{Increase cybernetic implant cap by 1 per rank of More Machine than Man.}{}{}{true} @@ -1850,16 +1850,16 @@ \swtalent{Energy Transfer}{May suffer 1 strain to use the Energy Transfer maneuver to power up an unpowered device to replenish exhausted ammunition ofr an energy weapon.}{true}{}{} },% {overcharge}:{ - \swtalent{Overcharge}{Once per encounter, may use the Overcharge action; make a \hard{} Mechanics check. Un success, one installed cybernetic provides additional benefits. On \despair{}, overcharged cybernetic shorts out.}{true}{}{} + \swtalent{Overcharge}{Once per encounter, may use the Overcharge action; make a \hard{} Mechanics check. Un success, one installed cybernetic provides additional benefits. On \despairSmall{}, overcharged cybernetic shorts out.}{true}{}{} },% {overcharge - improved}:{ - \swtalent{Improved Overcharge}{May spend \advantage{}\advantage{} or \triumph from Overcharge action to immediately take another action.}{}{}{} + \swtalent{Improved Overcharge}{May spend \advantageSmall{} \advantageSmall{} or \triumphSmall from Overcharge action to immediately take another action.}{}{}{} },% {overcharge - supreme}:{ - \swtalent{Supreme Overcharge}{May perform the Overcharge action on any number of installed cybernetics. On \despair{}, one overcharged cybernetic shorts out.}{}{}{} + \swtalent{Supreme Overcharge}{May perform the Overcharge action on any number of installed cybernetics. On \despairSmall{}, one overcharged cybernetic shorts out.}{}{}{} },% {deft maker}:{ - \swtalent{Deft Maker}{Remove \setback per rank of Deft Maker from checks to repair, modify, construct, or program droids. Reduce the material cost to craft droids by 50\%.}{}{}{true} + \swtalent{Deft Maker}{Remove \setbackSmall per rank of Deft Maker from checks to repair, modify, construct, or program droids. Reduce the material cost to craft droids by 50\%.}{}{}{true} },% {resourceful refit}:{ \swtalent{Resourceful Refit}{May perform the Resourceful Refit action; make an \average{} Mechanics check to scavenge an old attachment to construct a new one, reducing its price by that of the dismantled attachment.}{true}{}{} @@ -1871,7 +1871,7 @@ \swtalent{Headbutt}{Perform Headbutt incidental, suffering 2 wounds to knock down and disorient enemy.}{true}{}{} },% {indomitable will}:{ - \swtalent{Indomitable Will}{Once per encounter as a maneuver, suffer 3 strain to commit \force{} up to Force Rating and reduce all damage suffered by an equal amount, but suffer 1 strain each turn.}{true}{true}{} + \swtalent{Indomitable Will}{Once per encounter as a maneuver, suffer 3 strain to commit \forceSmall{} up to Force Rating and reduce all damage suffered by an equal amount, but suffer 1 strain each turn.}{true}{true}{} },% {toughened - improved}:{ \swtalent{Improved Toughened}{Once per session, may heal wounds equal to ranks in Toughened.}{true}{}{} @@ -1898,9 +1898,9 @@ \swtalent{Improved Dodge}{After using Dodge, can make a Move maneuver as an out-of-turn incidental}{true}{}{} },% {sapith sundering}:{ - \swtalent{Sapith Sundering}{May add \force{} up to Force Rating to Brawl checks; the attack gains the Sunder quality, and character may spend \forcepoint{} generated on the check as \advantage{} to activate the Sunder Quality.}{}{}{} + \swtalent{Sapith Sundering}{May add \forceSmall{} up to Force Rating to Brawl checks; the attack gains the Sunder quality, and character may spend \forcepoint{} generated on the check as \advantageSmall{} to activate the Sunder Quality.}{}{}{} },% {far strike}:{ - \swtalent{Far Strike}{As an action, make a Brawl check as a ranged attack, adding \force{} up to Force Rating. Increase the range of the attack by one band for each \forcepoint{} spent, to a maximum of long.}{true}{true}{} + \swtalent{Far Strike}{As an action, make a Brawl check as a ranged attack, adding \forceSmall{} up to Force Rating. Increase the range of the attack by one band for each \forcepoint{} spent, to a maximum of long.}{true}{true}{} } } diff --git a/talent trees/talent-trees.tex b/talent trees/talent-trees.tex index 1946fe3..31b3d95 100644 --- a/talent trees/talent-trees.tex +++ b/talent trees/talent-trees.tex @@ -1,24 +1,24 @@ \input{talent trees/careers/ace.tex} -\input{talent trees/careers/bounty hunter.tex} -\input{talent trees/careers/clone soldier.tex} -\input{talent trees/careers/colonist.tex} -\input{talent trees/careers/commander.tex} -\input{talent trees/careers/consular.tex} -\input{talent trees/careers/diplomat.tex} -\input{talent trees/careers/engineer.tex} -\input{talent trees/careers/explorer.tex} -\input{talent trees/careers/guardian.tex} -\input{talent trees/careers/hired gun.tex} -\input{talent trees/careers/jedi.tex} -\input{talent trees/careers/mystic.tex} -\input{talent trees/careers/seeker.tex} -\input{talent trees/careers/sentinel.tex} -\input{talent trees/careers/smuggler.tex} -\input{talent trees/careers/soldier.tex} -\input{talent trees/careers/spy.tex} -\input{talent trees/careers/technician.tex} -\input{talent trees/careers/warrior.tex} -\input{talent trees/careers/universal.tex} +% \input{talent trees/careers/bounty hunter.tex} +% \input{talent trees/careers/clone soldier.tex} +% \input{talent trees/careers/colonist.tex} +% \input{talent trees/careers/commander.tex} +% \input{talent trees/careers/consular.tex} +% \input{talent trees/careers/diplomat.tex} +% \input{talent trees/careers/engineer.tex} +% \input{talent trees/careers/explorer.tex} +% \input{talent trees/careers/guardian.tex} +% \input{talent trees/careers/hired gun.tex} +% \input{talent trees/careers/jedi.tex} +% \input{talent trees/careers/mystic.tex} +% \input{talent trees/careers/seeker.tex} +% \input{talent trees/careers/sentinel.tex} +% \input{talent trees/careers/smuggler.tex} +% \input{talent trees/careers/soldier.tex} +% \input{talent trees/careers/spy.tex} +% \input{talent trees/careers/technician.tex} +% \input{talent trees/careers/warrior.tex} +% \input{talent trees/careers/universal.tex} \ifthenelse{\equal{\undeffed}{}}{}{ \newpage%