✨
This commit is contained in:
@@ -47,7 +47,10 @@
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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 Resilience check with \force{} equal to Force rating. Heal wounds equal to \success{}. Spend \forcepoint{} to add \success{}.}{true}{true}
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\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}
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},%
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{all-terrain driver}:{
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\swtalent{All-Terrain Driver}{Do not suffer usual penalties for driving through difficult terrain when using Piloting (Planetary).}{}{}
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},%
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{anatomy lessons}:{
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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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@@ -74,13 +77,13 @@
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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 Negotiation check to reveal how previously unknown dealings have a meaningful impact on the current scene.}{true}{}
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\swtalent{Backroom Deal}{Once per encounter, make a \hard{} Negotiation check to reveal how previously unknown dealings have a meaningful impact on the current scene.}{true}{}
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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 Mechanics check to cause one targeted device to spontaneously fail.}{true}{}
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\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}{}
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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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@@ -115,6 +118,9 @@
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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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{bought info}:{
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\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}{}
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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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@@ -170,7 +176,7 @@
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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 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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\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}{}
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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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@@ -179,7 +185,7 @@
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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 Mechanics check to fashion a device to solve a current problem using just the tools and parts on hand.}{true}{}
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\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}{}
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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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@@ -205,11 +211,14 @@
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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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{debilitating shot}:{
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\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}{}
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},%
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{dedication}:{
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\swtalent{Dedication}{Gain +1 to a single characteristic. This cannot bring a characteristic above 6.}{}{}
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},%
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{defensive circle}:{
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\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}
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\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}
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},%
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{defensive driving}:{
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\swtalent{Defensive Driving}{Increase defense of vehicle or starship being piloted by 1 per rank of Defensive Driving}{}{}
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@@ -278,7 +287,7 @@
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\swtalent{Falling Avalanche}{Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn}{true}{true}
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},%
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{familiar suns}:{
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\swtalent{Familiar Suns}{Once per session, may perform a Familiar Suns maneuver; make a \hard Knowledge (Outer Rim) or (Core Worlds) check to reveal the current type of plan environment and other useful information}{true}{}
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\swtalent{Familiar Suns}{Once per session, may perform a Familiar Suns maneuver; make a \hard{} Knowledge (Outer Rim) or (Core Worlds) check to reveal the current type of plan environment and other useful information}{true}{}
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},%
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{fearsome}:{
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\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.}{}{}
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@@ -298,11 +307,14 @@
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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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{fire control}:{
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\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}{}
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},%
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{fire support}:{
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\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.}{}{}
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},%
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{fire when ready}:{
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\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}{}
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\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}{}
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},%
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{first among brothers}:{
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\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.}{}{}
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@@ -328,11 +340,17 @@
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{forewarning}:{
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\swtalent{Forewarning}{Perform the Forewarning action. All allies within medium range increase defense by character's Force rating until they act in the encounter.}{true}{true}
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},%
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{form on me}:{
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\swtalent{Form on Me}{Allies equal to ranks in Leadership in close range gain the benefits of the Gain the Advantage action.}{}{}
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},%
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{frenzied attack}:{
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\swtalent{Frenzied Attack}{When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack}{true}{}
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},%
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{full stop}:{
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\swtalent{Full Stop}{When piloting a ship or vehicle, take a Full Stop maneuver to reduce speed to zero and suffer system strain equal to the speed reduced.}{true}{}
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},%
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{full throttle}:{
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\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}{}
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\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}{}
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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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@@ -346,6 +364,9 @@
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{gearhead}:{
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\swtalent{Gearhead}{Remove \setback{} per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.}{}{}
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},%
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{greased palms}:{
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\swtalent{Greased Palmes}{Before making a social check, may spend up to 50 credits per rank in Greased Palms to upgrade the ability of the check once for every 50 credits spent.}{true}{}
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},%
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{grit}:{
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\swtalent{Grit}{Gain +1 strain threshold.}{}{}
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},%
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@@ -391,6 +412,9 @@
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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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{incite rebellion}:{
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\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}{}
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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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@@ -461,7 +485,7 @@
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\swtalent{Knowledgeable Healing}{When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology).}{}{}
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},%
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{known schematic}:{
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\swtalent{Known Schematic}{Once per session, may perform the Known Schematic maneuver; make a \hard Knowledge (Education) check. Success grants familiarity with a building or ship's design.}{true}{}
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\swtalent{Known Schematic}{Once per session, may perform the Known Schematic maneuver; make a \hard{} Knowledge (Education) check. Success grants familiarity with a building or ship's design.}{true}{}
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},%
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{lateral thinking}:{
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\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}{}
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@@ -488,11 +512,17 @@
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\swtalent{Makashi Technique}{When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.}{}{true}
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},%
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{master artisan}:{
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\swtalent{Master Artisan}{Once per round, may take the Master Artisan incidental; suffer 2 strain to decrease the difficulty of next Mechanics check by 1, to a minimum of Easy (\difficulty{})}{true}{}
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\swtalent{Master Artisan}{Once per round, may take the Master Artisan incidental; suffer 2 strain to decrease the difficulty of next Mechanics check by 1, to a minimum of \easy{}}{true}{}
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},%
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{master doctor}:{
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\swtalent{Master Doctor}{Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1}{true}{}
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},%
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{master driver}:{
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\swtalent{Master Driver}{Once per round when driving a vehicle, may suffer 2 strain to perform any action as a maneuver.}{true}{}
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},%
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{master leader}:{
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\swtalent{Master Leader}{Once per round, suffer 2 strain to decrease difficulty of next Leadership check by one, to a minimum of \easy{}.}{true}{}
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},%
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{master merchant}:{
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\swtalent{Master Merchant}{When buying or selling goods, or paying off or taking Obligation, may suffer 2 strain to sell for 25\% more, buy for 25\% less, pay off 1 more Obli gation, or take 1 less.}{true}{}
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},%
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@@ -503,10 +533,10 @@
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\swtalent{Master Pilot}{Once per round, when piloting a stership, may suffer 2 strain to perform any action as a maneuver.}{true}{}
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},%
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{master slicer}:{
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\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}{}
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\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{}}{true}{}
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},%
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{master starhopper}:{
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\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}{}
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\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}{}
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},%
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{mental bond}:{
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\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}
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@@ -535,6 +565,9 @@
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{natural doctor}:{
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\swtalent{Natural Doctor}{Once per session may re-roll any 1 Medicine check.}{true}{}
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},%
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{natural driver}:{
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\swtalent{Natural Driver}{Once per session, may reroll any 1 Piloting (Planetary) or Gunnery check.}{true}{}
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},%
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{natural enforcer}:{
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\swtalent{Natural Enforcer}{Once per session may re-roll any 1 Coercion or Streetwise check.}{true}{}
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},%
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@@ -584,10 +617,10 @@
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\swtalent{Nobody's Fool}{May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.}{}{}
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},%
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{now you see me}:{
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\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}
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\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}
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},%
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{on my order}:{
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\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}{}
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\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}{}
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},%
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{one person's trash}:{
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\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}{}
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@@ -599,7 +632,10 @@
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\swtalent{Outdoorsman}{Remove \setback{} per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half}{}{}
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},%
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{outmaneuver}:{
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\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}{}
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\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}{}
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},%
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{overwhelm defenses}:{
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\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}{}
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},%
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{overwhelm emotions}:{
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\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}
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@@ -659,7 +695,7 @@
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\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}
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},%
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{redundant systems}:{
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\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}{}
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\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}{}
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},%
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{reflect}:{
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\swtalent{Reflect}{When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.}{true}{true}
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@@ -748,6 +784,9 @@
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{sincerest flattery}:{
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\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}{}
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},%
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{situational awareness}:{
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\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.}{}{}
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},%
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{sixth sense}:{
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\swtalent{Sixth Sense}{Gain + 1 ranged defense.}{}{}
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},%
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@@ -761,7 +800,7 @@
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\swtalent{Sleight of Mind}{Add \boost{} to all Stealth checks unless the opposition is immune to Force powers.}{}{true}
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},%
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{slippery minded}:{
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\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}
|
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\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}
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},%
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{smooth talker}:{
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\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}{}
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@@ -784,6 +823,9 @@
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{sorry about the mess}:{
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\swtalent{Sorry About the Mess}{Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter.}{}{}
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},%
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{sound investments}:{
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\swtalent{Sound Investments}{At the start of each session, gain 100 credits for each rank of Sound Investments.}{}{}
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},%
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{spare clip}:{
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\swtalent{Spare Clip}{Cannot run out of ammo due to \despair{}. Items with Limited Ammo quality run out of ammo as normal.}{}{}
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},%
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@@ -800,7 +842,7 @@
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\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}{}
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},%
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{stim application - improved}:{
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\swtalent{Improved Stim Application}{When performing Stim Application Action, may increase difficulty of check to \hard, and target only suffers 1 strain.}{true}{}
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\swtalent{Improved Stim Application}{When performing Stim Application Action, may increase difficulty of check to \hard{}, and target only suffers 1 strain.}{true}{}
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},%
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{stim application - supreme}:{
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\swtalent{Supreme Stim Application}{When performing the Stim Application Action. spend \triumph{} to increase an additional Characteristic by 1}{}{}
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@@ -809,7 +851,7 @@
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\swtalent{Stimpack Specialization}{Stimpacks heal 1 additional wound per rank of Stimpack Specialization.}{}{}
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},%
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||||
{strategic form}:{
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\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}
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\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}
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||||
},%
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||||
{street smarts}:{
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||||
\swtalent{Street Smarts}{Remove \setback{} per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.}{}{}
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||||
@@ -860,7 +902,7 @@
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\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}
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||||
},%
|
||||
{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 \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}
|
||||
@@ -921,5 +963,8 @@
|
||||
},%
|
||||
{will of the force}:{
|
||||
\swtalent{Will of the Force}{Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point.}{true}{true}
|
||||
},%
|
||||
{works like a charm}:{
|
||||
\swtalent{Works Like a Charm}{Once per session, make one skill check using Presence rather than the characteristic linked to that skill}{true}{}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user