This commit is contained in:
2023-05-29 15:53:32 +02:00
parent a99013ad0a
commit d7d774ec44
8 changed files with 599 additions and 143 deletions

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@@ -1758,5 +1758,113 @@
},%
{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}{}
},%
{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}{}
},%
{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}{}
},%
{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}{}
},%
{freerunning - improved}:{
\swtalent{Improved Freerunning}{Suffer 4 strain when making a move maneuver to move to any location within medium range.}{true}{}{}
},%
{better luck next time}:{
\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}{}
},%
{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}{}
},%
{impossible fall}:{
\swtalent{Impossible Fall}{once per session, perform Impossible Fall incidental when falling; make Force Power check and spned \forcepoint{}\forcepoint{} to decrease fall by one range band and lang somewhere safe. Spend \forcepoint{} to decrease distance by one additional range band.}{true}{true}{}
},%
{fear the shadows}:{
\swtalent{Fear the Shadows}{Perform the Fear the Shadows action; make a \hard{} Deception check to force a single minion group or rival to flee the encounter. Take 1 conflict at the start of each session.}{true}{true}{}
},%
{disarming smile}:{
\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}{}{}
},%
{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}{}{}
},%
{up the ante}:{
\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{}.}{}{}{}
},%
{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}{}{}
},%
{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{}.}{}{}{}
},%
{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.}{}{}{}
},%
{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.}{}{}{}
},%
{cunning snare}:{
\swtalent{Cunning Snare}{Once per encounter as an action, may create a trap. Any other character who moves to engaged range of the trap must make an Opposed Vigilance vs. Survival check to avoid harm and ill effects.}{true}{}{}
},%
{ambush}:{
\swtalent{Ambush}{Once per round while benefitting from cover, may make the Ambush maneuver. Add damage equal to Stealth skill to one hit of next successful combat check against a target within short range before the end of the turn.}{true}{}{}
},%
{moving target}:{
\swtalent{Moving Target}{If the character has already acted this round, increase ranged defense by 1 per rank of Moving Target.}{}{}{}
},%
{body guard - supreme}:{
\swtalent{Supreme Body Guard}{Body Guard maneuver may protect a number of engaged characters up to ranks in Resilience.}{}{}{}
},%
{seize the initiative}:{
\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}
},%
{more machine than man}:{
\swtalent{More Machine than Man}{Increase cybernetic implant cap by 1 per rank of More Machine than Man.}{}{}{true}
},%
{engineered redundancies}:{
\swtalent{Engineered Redundancies}{Gain the ability to use emergency repair patches to heal. Additionally, can be healed with Mechanics checks.}{}{}{}
},%
{energy transfer}:{
\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}{}{}
},%
{overcharge - improved}:{
\swtalent{Improved Overcharge}{May spend \advantage{}\advantage{} or \triumph 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.}{}{}{}
},%
{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}
},%
{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}{}{}
},%
{custom loadout}:{
\swtalent{Custom Loadout}{May add 2 additional hard points to Signature Vehicle.}{}{}{}
}
}