✨
This commit is contained in:
@@ -35,7 +35,7 @@
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\newcommand{\talent}[1]{%
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\def\tmptalent{\expandafter\talentdict{#1}}
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\ifthenelse{\equal{\tmptalent}{}}{%
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\IfSubStr{\undeffed}{#1}{}{\append{\\ #1}}%
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\IfSubStr{\undeffed}{(#1)}{}{\append{\\(#1)}}%
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\swtalent{#1}{}{}{}%
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}{%
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\tmptalent%
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@@ -43,6 +43,9 @@
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}
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\DefineDictionary{talentdict}{%
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{adaptable}:{
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\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}
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},%
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{against all odds}:{
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\swtalent{Against All Odds}{When incapacitated, perform Against All Odds action; making Hard (\difficulty\difficulty\difficulty) Resilience check with \force{} equal to Force rating. Heal wounds equal to \success{}. Spend \forcepoint{} to add \success{}.}{true}{true}
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},%
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@@ -50,26 +53,53 @@
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\swtalent{Anatomy Lessons}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.}{true}{}
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},%
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{animal bond}:{
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\swtalent{Animal Bond}{Develop long-term bond with single animal of silhou ette no greater than half Force rating rounded down.}{}{true}
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\swtalent{Animal Bond}{Develop long-term bond with single animal of silhouette no greater than half Force rating rounded down.}{}{true}
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},%
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{animal empathy}:{
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\swtalent{Animal Empathy}{When making checks to handle or tame animals, add \force{} no greater than Force rating to the check. Spend \forcepoint{} to add \success{} or \advantage{} to the check.}{}{true}
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},%
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{another's treasure}:{
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\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.}{}{}
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},%
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{armor master}:{
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\swtalent{Armor Master}{When wearing armor, increase total soak value by 1.}{}{}
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},%
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{armor master - improved}:{
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\swtalent{Improved Armor Master}{When wearing armor with a soak value of 2 or higher, increase defense by 1}{}{}
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},%
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{assault drop}:{
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\swtalent{Assault Drop}{Once per session while piloting a vehicle or ship, the character may perform the Assault Drop incidental. All passengers aboard or allies engaged with the vehicle or ship may immediately disembark or embark as an out-of-turn incidental.}{true}{}
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},%
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{ataru technique}:{
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\swtalent{Ataru Technique}{When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.}{}{true}
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},%
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{backroom deal}:{
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\swtalent{Backroom Deal}{Once per encounter, make a Hard (\difficulty\difficulty\difficulty) Negotiation check to reveal how previously unknown dealings have a meaningful impact on the current scene.}{true}{}
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},%
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{bacta specialist}:{
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\swtalent{Bacta Specialist}{Patients regain 1 additional wound per rank of Bacta Specialist when they recover wounds from bacta tanks or long term}{}{}
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},%
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{bad motivator}:{
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\swtalent{Bad Motivator}{Once per session, may take a Bad Motivator action: make a Hard (\difficulty\difficulty\difficulty) Mechanics check to cause one targeted device to spontaneously fail.}{true}{}
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},%
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{balance}:{
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\swtalent{Balance}{When the character recovers strain at the end of the encounter, he may add \force{} per Force rating. He recov ers additional strain equal to \forcepoint{} generated}{true}{true}
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},%
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{barrage}:{
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\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.}{}{}
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},%
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{barrel roll}:{
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\swtalent{Barrel Roll}{While piloting a vehicle or starship of silhouette 3 or less, when hit by an attack, suffer 3 system strain to reduce damage of one hit by ranks in Piloting.}{true}{}
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},%
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{barrel roll - improved}:{
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\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.}{}{}
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},%
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{barrel roll - supreme}:{
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\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}{}
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},%
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{beginner's luck}:{
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\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}
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},%
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{black market contacts}:{
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\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}{}
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},%
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@@ -79,9 +109,18 @@
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{body guard}:{
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\swtalent{Body Guard}{Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks of Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number.}{true}{}
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},%
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{body guard - improved}:{
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\swtalent{Improved Body Guard}{Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.}{true}{}
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},%
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{brace}:{
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\swtalent{Brace}{Perform the Brace maneuver to remove \setback{} per rank of Brace from next Action. This may only remove \setback{} added by environmental circumstances}{true}{}
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},%
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{brace - improved}:{
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\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.}{}{}
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},%
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{brace - supreme}:{
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\swtalent{Supreme Brace}{When the character performs the brace maneuver, the benefits apply to all allies within short range.}{}{}
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},%
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{brilliant evasion}:{
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\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}{}
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},%
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@@ -91,12 +130,24 @@
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{calming aura}:{
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\swtalent{Calming Aura}{When an opponent targets character with a Force power, reduce \forcepoint{} generated by 1.}{}{true}
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},%
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{calming aura - improved}:{
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\swtalent{Improved Calming Aura}{Spend a maneuver and suffer 2 strain to extend Calming Aura's effects to allies equal to Willpower at short range until start of next turn.}{true}{true}
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},%
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{careful planning}:{
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\swtalent{Careful Planning}{Once per session, may introduce a "fact" into the narrative as if a Destiny Point had been spent.}{true}{}
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},%
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{center of being}:{
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\swtalent{Center of Being}{Take a Center of Being maneuver. Until the beginning of next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being.}{true}{true}
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},%
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{center of being - improved}:{
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\swtalent{Improved Center of Being}{Suffer 1 strain to perform Center of Being maneuver as an incidental.}{}{true}
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},%
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{circle of shelter}:{
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\swtalent{Circle of Shelter}{When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.}{}{true}
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},%
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{clanker killer}:{
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\swtalent{Clanker Killer}{Before rolling a combat check that targets a droid, remove \boost{} up to the character's rank in Clanker Killer from the pool and add an equal number of \success{} or \advantage{} to the results.}{true}{}
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},%
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{codebreaker}:{
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\swtalent{Codebreaker}{Remove \setback{} per rank of Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.}{}{}
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},%
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@@ -115,12 +166,24 @@
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{confidence}:{
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\swtalent{Confidence}{May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.}{}{}
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},%
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{consider our options}:{
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\swtalent{Consider Our Options}{Take the Consider Our Options action: make a Hard (\difficulty\difficulty\difficulty) Negotiation check. Until the character's next turn, a character who attacks them first suffers 2 strain, plus 1 strain per \success{}\success{} on the character's check.}{true}{}
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},%
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{consider our options - improved}:{
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\swtalent{Improved Consider Our Options}{Allies within short range may also benefit from Consider Our Options.}{true}{}
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},%
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{contingency plan}:{
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\swtalent{Contingency Plan}{Spend 1 Destiny Point to recover strain equal to Cunning rating.}{true}{}
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},%
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{contraption}:{
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\swtalent{Contraption}{Once per session, take Contraption action; make a Hard (\difficulty\difficulty\difficulty) Mechanics check to fashion a device to solve a current problem using just the tools and parts on hand.}{true}{}
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},%
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{convincing demeanor}:{
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\swtalent{Convincing Demeanor}{Remove \setback{} per rank of Convincing Demeanor from Deception or Skulduggery checks.}{}{}
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},%
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{coordinated assault}:{
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\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}{}
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},%
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{counterstrike}:{
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\swtalent{Counterstrike}{When an attack misses the character and generates \despair{} or \threat{}\threat{} may upgrade next Lightsaber (Cunning) check against attacker during enounter once.}{}{true}
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},%
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@@ -130,6 +193,9 @@
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{dead to rights}:{
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\swtalent{Dead to Rights}{Spend 1 Destiny Point to add additional damage equal to half Agility (rounded up) to one hit of successful attack made with ship or vehicle-mounted weaponry}{true}{}
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},%
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{dead to rights - improved}:{
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\swtalent{Improved Dead to Rights}{Spend 1 Destiny Point to add additional damage equal to Agility (rounded up) to one hit of successful attack made with ship or vehicle-mounted weaponry}{true}{}
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},%
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{deadly accuracy}:{
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\swtalent{Deadly Accuracy}{When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill}{}{}
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},%
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@@ -145,6 +211,9 @@
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{defensive slicing}:{
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\swtalent{Defensive Slicing}{When defending computer systems, add \setback{} per rank of Defensive Slicing to opponents' checks.}{}{}
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},%
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{defensive slicing - improved}:{
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\swtalent{Improved Defensive Slicing}{Defensive Slicing now upgrades opponents' difficulty once per rank of Defensive Slicing; this replaces the usual benefits}{}{}
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},%
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{defensive stance}:{
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\swtalent{Defensive Stance}{Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Defensive Stance.}{true}{}
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},%
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@@ -166,6 +235,9 @@
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{draw closer}:{
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\swtalent{Draw Closer}{Perform Draw Closer action; make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding \force{} no greater than Force rating to check. Spend \forcepoint{} to move target one range band closer or to add \success{} to check.}{true}{true}
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},%
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{dronance saturation}:{
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\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.}{}{}
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},%
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{duelist's training}:{
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\swtalent{Duelist's Training}{Add \boost{} to Melee and Lightsaber checks when engaged with only one opponent.}{}{}
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},%
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@@ -178,6 +250,15 @@
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{enhanced leader}:{
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\swtalent{Enhanced Leader}{When making a Leadership check, add \force{} no greater than Force rating. Spend \forcepoint{} to add \success{} or \advantage{} to the result.}{}{true}
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},%
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{exceed specifications}:{
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\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}{}
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},%
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{exceed specifications - improved}:{
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\swtalent{Improved Exceed Specifications}{When the character takes the Exceed Specifications incidental, upgrade the ability of the check once instead of the standard effect.}{}{}
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},%
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{exceed specifications - supreme}:{
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\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}{}
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},%
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{exhaust port}:{
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\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}{}
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},%
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@@ -202,6 +283,9 @@
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{field commander}:{
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\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}{}
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},%
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{field commander - improved}:{
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\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.}{}{}
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},%
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{fine tuning}:{
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\swtalent{Fine Tuning}{When repairing system strain on a starship or vehicle, repair 1 additional system strain per rank of Fine Tuning.}{}{}
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},%
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@@ -226,6 +310,12 @@
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{full throttle}:{
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\swtalent{Full Throttle}{Take a Full Throttle action; make a Hard (\difficulty\difficulty\difficulty) Piloting check to increase a vehicle's top speed by 1 for a number of rounds equal to Cunning.}{true}{}
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},%
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{full throttle - improved}:{
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\swtalent{Improved Full Throttle}{Suffer 1 strain to attempt Full Throttle as a maneuver and decrease its difficulty to Average (\difficulty\difficulty)}{true}{}
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},%
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{full throttle - supreme}:{
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\swtalent{Supreme Full Throttle}{When performing Full Throttle, top speed increases by 2 instead of 1.}{}{}
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},%
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{galaxy mapper}:{
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\swtalent{Galaxy Mapper}{Remove \setback{} per rank of Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time.}{}{}
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},%
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@@ -238,12 +328,18 @@
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{hard headed}:{
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\swtalent{Hard Headed}{When staggered or disoriented, perform the Hard Headed action; make a Daunting (\difficulty\difficulty\difficulty\difficulty) Discipline check to rernove status. Difficulty reduced per rank of Hard Headed.}{true}{}
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},%
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{hard headed - improved}:{
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\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}{}
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},%
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{hawk bat swoop}:{
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\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}
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},%
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{healing trance}:{
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\swtalent{Healing Trance}{Commit \force{}. for every full encounter \force{} remains committed, heal 1 wound per rank of Healing Trance.}{true}{true}
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},%
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{healing trance - improved}:{
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\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}
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},%
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{heightened awareness}:{
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\swtalent{Heightened Awareness}{Allies within short range add \boost to Perception or Vigilance checks. Engaged add \boost{}\boost{}.}{}{}
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},%
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@@ -253,60 +349,15 @@
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{hidden storage}:{
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\swtalent{Hidden Storage}{Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage}{}{}
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},%
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{hold together}:{
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\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}{}
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},%
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{hunter}:{
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\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.}{}{}
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},%
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{imbue item}:{
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\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}
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},%
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{improved armor master}:{
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\swtalent{Improved Armor Master}{When wearing armor with a soak value of 2 or higher, increase defense by 1}{}{}
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},%
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{improved body guard}:{
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\swtalent{Improved Body Guard}{Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.}{true}{}
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},%
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{improved calming aura}:{
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\swtalent{Improved Calming Aura}{Spend a maneuver and suffer 2 strain to extend Calming Aura's effects to allies equal to Willpower at short range until start of next turn.}{true}{true}
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},%
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{improved center of being}:{
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\swtalent{Improved Center of Being}{Suffer 1 strain to perform Center of Being maneuver as an incidental.}{}{true}
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},%
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{improved dead to rights}:{
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\swtalent{Improved Dead to Rights}{Spend 1 Destiny Point to add additional damage equal to Agility (rounded up) to one hit of successful attack made with ship or vehicle-mounted weaponry}{true}{}
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},%
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{improved field commander}:{
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\swtalent{improved field commander}{Field Commander action affects allies equal to double Presence, and may spend \triumph{} to allow allies to suffer 1 strain and perform free action instead.}{}{}
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},%
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{improved full throttle}:{
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\swtalent{Improved Full Throttle}{Suffer 1 strain to attempt Full Throttle as a maneuver and decrease its difficulty to Average (\difficulty\difficulty)}{true}{}
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},%
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||||
{improved hard headed}:{
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\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}{}
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||||
},%
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||||
{improved healing trance}:{
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\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}
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},%
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{improved inspiring rhetoric}:{
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\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}{}{}
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},%
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||||
{improved parry}:{
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\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.}{}{}
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},%
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||||
{improved reflect}:{
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\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}
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},%
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{improved scathing tirade}:{
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\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}{}{}
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||||
},%
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||||
{improved stim application}:{
|
||||
\swtalent{Improved Stim Application}{When performing Stim Application Action, may increase difficulty of check to Hard (\difficulty\difficulty\difficulty), and target only suffers 1 strain.}{true}{}
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||||
},%
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||||
{improved stunning blow}:{
|
||||
\swtalent{Improved Stunning Blow}{When dealing strain damage with Melee or Brawl checks. may spend \triumph{} to stagger target for 1 round per \triumph{}.}{true}{}
|
||||
},%
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||||
{improved terrify}:{
|
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\swtalent{Improved Terrify}{Reduce the difficulty of Terrify's check to Average (\difficulty\difficulty) and may spend to stagger an affected target.}{}{true}
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||||
},%
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||||
{indistinguishable}:{
|
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\swtalent{Indistinguishable}{Upgrade difficulty of checks to identify character once per rank of Indistinguishable.}{}{}
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||||
},%
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@@ -316,6 +367,12 @@
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||||
{inspiring rhetoric}:{
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||||
\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}{}
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||||
},%
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||||
{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}{}{}
|
||||
},%
|
||||
{inspiring rhetoric - supreme}:{
|
||||
\swtalent{Supreme Inspiring Rhetoric}{Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.}{true}{}
|
||||
},%
|
||||
{intense focus}:{
|
||||
\swtalent{Intense Focus}{Perform an Intense Focus maneuver: suffer 1 strain and upgrade the ability of the next skill check once.}{true}{}
|
||||
},%
|
||||
@@ -367,6 +424,9 @@
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||||
{knowledgeable healing}:{
|
||||
\swtalent{Knowledgeable Healing}{When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology).}{}{}
|
||||
},%
|
||||
{known schematic}:{
|
||||
\swtalent{Known Schematic}{Once per session, may perform the Known Schematic maneuver; make a Hard (\difficulty\difficulty\difficulty) Knowledge (Education) check. Success grants familiarity with a building or ship's design.}{true}{}
|
||||
},%
|
||||
{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}{}
|
||||
},%
|
||||
@@ -397,6 +457,9 @@
|
||||
{master pilot}:{
|
||||
\swtalent{Master Pilot}{Once per round, when piloting a stership, may suffer 2 strain to perform any action as a maneuver.}{true}{}
|
||||
},%
|
||||
{master slicer}:{
|
||||
\swtalent{Master Slicer}{Once per round, may take a Master Slicer incidental to suffer 2 strain and decrease difficulty of Computers or other slicing checks by 1, to a minimum of Easy (\difficulty)}{true}{}
|
||||
},%
|
||||
{master starhopper}:{
|
||||
\swtalent{Master Starhopper}{Once per round, suffer 2 strain to decrease the difficulty of next Astrogation check by 1 to a minimum of Easy (\difficulty).}{true}{}
|
||||
},%
|
||||
@@ -448,6 +511,9 @@
|
||||
{natural pilot}:{
|
||||
\swtalent{Natural Pilot}{Once per session, may reroll any 1 Piloting (Space) or Gunnery check.}{true}{}
|
||||
},%
|
||||
{natural programmer}:{
|
||||
\swtalent{Natural Programmer}{Once per session, may reroll any 1 Computers or Astrogation check.}{true}{}
|
||||
},%
|
||||
{natural rogue}:{
|
||||
\swtalent{Natural Blademaster}{Once per session, may reroll any 1 Skulduggery or Stealth check.}{true}{}
|
||||
},%
|
||||
@@ -478,6 +544,12 @@
|
||||
{parry}:{
|
||||
\swtalent{Parry}{When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.}{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.}{}{}
|
||||
},%
|
||||
{parry - supreme}:{
|
||||
\swtalent{Supreme Parry}{If the user did not make a combat check during his previous turn, may suffer 1 strain to use Parry.}{}{true}
|
||||
},%
|
||||
{physician}:{
|
||||
\swtalent{Physician}{When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician}{}{}
|
||||
},%
|
||||
@@ -514,9 +586,18 @@
|
||||
{rapid recovery}:{
|
||||
\swtalent{Rapid Recovery}{When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.}{}{}
|
||||
},%
|
||||
{redundant systems}:{
|
||||
\swtalent{Redundant Systems}{Once per session, may take a Redundant Systems action; make an Easy (\difficulty) Mechanics check to harvest components from a functioning device to repair a broken one without breaking the first device}{true}{}
|
||||
},%
|
||||
{reflect}:{
|
||||
\swtalent{Reflect}{When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.}{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}
|
||||
},%
|
||||
{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}
|
||||
},%
|
||||
{researcher}:{
|
||||
\swtalent{Researcher}{Remove \setback{} per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.}{}{}
|
||||
},%
|
||||
@@ -541,6 +622,12 @@
|
||||
{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}{}
|
||||
},%
|
||||
{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}{}{}
|
||||
},%
|
||||
{scathing tirade - supreme}:{
|
||||
\swtalent{Supreme Scathing Tirade}{Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.}{true}{}
|
||||
},%
|
||||
{second wind}:{
|
||||
\swtalent{Second Wind}{Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.}{true}{}
|
||||
},%
|
||||
@@ -574,6 +661,9 @@
|
||||
{skilled jockey}:{
|
||||
\swtalent{Skilled Jockey}{Remove \setback{} per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks the character attempts.}{}{}
|
||||
},%
|
||||
{skilled slicer}:{
|
||||
\swtalent{Skilled Slicer}{When making a Computers check may spend \triumph{} to make further Computers checks within this system as maneuvers.}{true}{}
|
||||
},%
|
||||
{sleight of mind}:{
|
||||
\swtalent{Sleight of Mind}{Add \boost{} to all Stealth checks unless the opposition is immune to Force powers.}{}{true}
|
||||
},%
|
||||
@@ -610,6 +700,12 @@
|
||||
{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}{}
|
||||
},%
|
||||
{stim application - improved}:{
|
||||
\swtalent{Improved Stim Application}{When performing Stim Application Action, may increase difficulty of check to Hard (\difficulty\difficulty\difficulty), and target only suffers 1 strain.}{true}{}
|
||||
},%
|
||||
{stim application - supreme}:{
|
||||
\swtalent{Supreme Stim Application}{When performing the Stim Application Action. spend \triumph{} to increase an additional Characteristic by 1}{}{}
|
||||
},%
|
||||
{stimpack specialization}:{
|
||||
\swtalent{Stimpack Specialization}{Stimpacks heal 1 additional wound per rank of Stimpack Specialization.}{}{}
|
||||
},%
|
||||
@@ -628,30 +724,15 @@
|
||||
{stunning blow}:{
|
||||
\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}{}
|
||||
},%
|
||||
{sum djem}:{
|
||||
\swtalent{Sum Djem}{May spend \triumph{} or \advantage{}\advantage{} with successful Lightsaber check to disarm opponent.}{}{true}
|
||||
},%
|
||||
{superior reflexes}:{
|
||||
\swtalent{Superior Reflexes}{Gain +1 melee defense.}{}{}
|
||||
},%
|
||||
{supreme full throttle}:{
|
||||
\swtalent{Supreme Full Throttle}{When performing Full Throttle, top speed increases by 2 instead of 1.}{}{}
|
||||
},%
|
||||
{supreme inspiring rhetoric}:{
|
||||
\swtalent{Supreme Inspiring Rhetoric}{Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.}{true}{}
|
||||
},%
|
||||
{supreme parry}:{
|
||||
\swtalent{Supreme Parry}{If the user did not make a combat check during his previous turn, may suffer 1 strain to use Parry.}{}{true}
|
||||
},%
|
||||
{supreme reflect}:{
|
||||
\swtalent{Supreme Reflect}{If the user did not make a combat check during previous turn, may suffer 1 strain to use Reflect.}{}{true}
|
||||
},%
|
||||
{supreme scathing tirade}:{
|
||||
\swtalent{Supreme Scathing Tirade}{Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.}{true}{}
|
||||
},%
|
||||
{supreme stim application}:{
|
||||
\swtalent{Supreme Stim Application}{When performing the Stim Application Action. spend \triumph{} to increase an additional Characteristic by 1}{}{}
|
||||
},%
|
||||
{surgeon}:{
|
||||
\swtalent{Surgeon}{When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of surgeon.}{}{}
|
||||
},%
|
||||
@@ -667,6 +748,9 @@
|
||||
{terrify}:{
|
||||
\swtalent{Terrify}{Take the Terrify action; make a Hard (\difficulty\difficulty\difficulty) Coercion check, adding \force{} no greater than Force rating. Disorient one target within medium range per \success. Spend \advantage{}\advantage{} to extend duration and spend \forcepoint{} to immobilize affected target. Take 1 conflict at the start of each session.}{true}{true}
|
||||
},%
|
||||
{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}
|
||||
},%
|
||||
{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}
|
||||
},%
|
||||
@@ -697,6 +781,9 @@
|
||||
{utility belt}:{
|
||||
\swtalent{Utility Belt}{Spend 1 Destiny Point to perform a Utility Belt incidental; produce a previously undocumented item or weapon (with restrictions) from a tool belt or a satchel}{true}{}
|
||||
},%
|
||||
{utinni!}:{
|
||||
\swtalent{Utinni!}{Remove \setback{} per rank of Utinni! from checks to find and or scavenge items or gear Such checks take half the time.}{}{}
|
||||
},%
|
||||
{valuable facts}:{
|
||||
\swtalent{Valuable Facts}{Once per encounter, per form Valuable Facts action; make an Average (\difficulty\difficulty) Knowledge check If successful, add \triumph{} to one ally's skill check during the encounter.}{true}{}
|
||||
},%
|
||||
@@ -706,4 +793,3 @@
|
||||
{wheel and deal}:{
|
||||
\swtalent{Wheel and Deal}{When selling goods legally, gain 10\% more credits per rank of Wheel and Deal.}{}{}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user