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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) - \bookandpage}}%
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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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{a step ahead}:{
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\swtalent{A Step Ahead}{Once per session, the character may suffer 2 strain in order to count his Cunning as one higher than normal for the remainder of the encounter.}{true}{}
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},%
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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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@@ -55,6 +58,9 @@
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{altered deal}:{
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\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}{}
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},%
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{analyze data}:{
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\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 he may then add \success{} equal to ranks in Knowledge (Warfare) to one check related to that data.}{true}{}
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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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},%
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@@ -91,9 +97,15 @@
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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 cop}:{
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\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.}{}{}
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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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},%
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{bad press}:{
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\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}{}
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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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@@ -118,6 +130,9 @@
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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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{blackmail}:{
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\swtalent{Blackmail}{When an NPC exceeds his strain threshold, may spend 1 Destiny Point to convince that NPC to perform a single task of choice instead.}{true}{}
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},%
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{blather}:{
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\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}{}
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},%
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@@ -256,6 +271,12 @@
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{cruel commander}:{
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\swtalent{Cruel Commander}{May use ranks in Coercion to upgrade Mass Combat checks instead of ranks in Leadership.}{}{}
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},%
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{cunning persona}:{
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\swtalent{Cunning Persona}{The character may suffer 2 strain to make a Charm check with Cunning instead of Presence.}{true}{}
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},%
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{cutting question}:{
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\swtalent{Cutting Question}{Once per encounter, when making a Coercion skill check, the character may use Deception skill instead.}{true}{}
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},%
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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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@@ -301,6 +322,9 @@
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{disciplined soul}:{
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\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}{}
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},%
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{discredit}:{
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\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}{}
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},%
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{disorient}:{
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\swtalent{Disorient}{After hitting with combat check, may spend \advantage{}\advantage{} to disorient target for number of rounds equal to ranks in Disorient}{}{}
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},%
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@@ -337,6 +361,9 @@
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{dynamic fire}:{
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\swtalent{Dynamic Fire}{When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1.}{true}{}
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},%
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{encoded communique}:{
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\swtalent{Encoded Communiqué}{Upgrade the difficulty of checks to decrypt this character's coded messages without the proper cipher a number of times equal to Computers skill.}{}{}
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},%
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{encouraging words}:{
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\swtalent{Encouraging Words}{After an ally within short range fails a check, the character may suffer 1 strain to assist that ally's next check this encounter as an out-of-turn incidental.}{true}{}
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},%
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@@ -364,6 +391,9 @@
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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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{exhaustive questioning}:{
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\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}{}
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},%
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{expert tracker}:{
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\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.}{}{}
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},%
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@@ -472,6 +502,9 @@
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{get the drop}:{
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\swtalent{Get the Drop}{Once per session, the character and any number of allies in the encounter may add \success{} equal to the character's ranks in Stealth to their checks to determine initiative order.}{true}{}
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},%
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{good cop}:{
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\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.}{}{}
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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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@@ -541,6 +574,12 @@
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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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{in the know}:{
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\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.}{}{}
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},%
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{in the know - improved}:{
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\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}{}
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},%
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{incite distraction}:{
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\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}{}
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},%
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@@ -553,9 +592,18 @@
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{indistinguishable - improved}:{
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\swtalent{Improved Indistinguishable}{The character may extend the effects of Indistinguishable to a number of allies within short range equal to ranks in Deception.}{}{}
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},%
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{informant}:{
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\swtalent{informant}{Once per session, may reveal a contact who can shed light on a chosen subject.}{true}{}
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},%
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{ingrained loyalty}:{
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\swtalent{Ingrained Loyalty}{When the character makes a Leadership check targeting one or more clones, they may change the result of one \challenge{} to any non-blank face.}{true}{}
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},%
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{inside knowledge}:{
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\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}{}
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},%
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{inside person}:{
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\swtalent{Inside Person}{Once per session the character may spend a Destiny Point to establish he has been undercover in an identified enemy base or large vehicle. For the remainder of the session, add automatic \advantage{}\advantage{} to checks he or his allies make that are associated with that location.}{true}{}
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},%
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{insight}:{
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\swtalent{Insight}{Perception and Discipline become career skills.}{}{true}
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},%
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@@ -580,6 +628,9 @@
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{intense presence}:{
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\swtalent{Intense Presence}{Spend 1 Destiny Point to recover strain equal to Presence rating}{true}{}
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},%
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{interjection}:{
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\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}{}
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},%
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{intimidating}:{
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\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}{}
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},%
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@@ -622,12 +673,21 @@
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{knockdown}:{
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\swtalent{Knockdown}{After hitting with a melee attack, may spend \triumph{} to knock the target prone.}{}{}
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},%
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{know-it-all}:{
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\swtalent{Know-It-All}{Once per session, perfectly recall an important fact previously learned as if a Destiny Point had been spent.}{true}{}
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},%
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{know somebody}:{
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\swtalent{Know Somebody}{Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.}{true}{}
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},%
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{know the enemy}:{
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\swtalent{Know the Enemy}{The character may use Knowledge (Warfare) skill when making checks to determine initiative.}{}{}
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},%
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{know their weakness}:{
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\swtalent{Know Their Weakness}{Once per session, may perform the Know Their Weakness action and choose one target within short range; make a \hard{} Perception check to downgrade the difficulty of social skill checks against target once per rank of Know Their Weakness until the end of the session.}{true}{}
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},%
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{know their weakness - improved}:{
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\swtalent{Improved Know Their Weakness}{The character may extend the effect of Know Their Weakness to a number of enemies within short range equal to his Presence.}{}{}
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},%
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{knowledge is power}:{
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\swtalent{Knowledge is Power}{Once per session, when making a check, count Force rating as being equal to ranks in Knowledge (Lore).}{true}{true}
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},%
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@@ -673,6 +733,12 @@
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{leverage}:{
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\swtalent{Leverage}{The character removes \setback{} per rank of Leverage from their Cool and Negotiation checks.}{}{}
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},%
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{lose them}:{
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\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 his pursuers have lost him completely.}{true}{}
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},%
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{made you talk}:{
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\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}{}
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},%
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{makashi finish}:{
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\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}
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},%
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@@ -859,9 +925,18 @@
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{plausible deniability}:{
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\swtalent{Plausible Deniability}{Remove \setback{} per rank of Plausible Deniability from Coercion and Deception checks.}{}{}
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},%
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{plausible deniability - improved}:{
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\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}{}
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},%
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{point blank}:{
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\swtalent{Point Blank}{Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at close range or engaged}{}{}
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},%
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{positive spin}:{
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\swtalent{Positive Spin}{Whenever any character's Duty would increase, it increases by an additional 1 per rank of Positive Spin}{}{}
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},%
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{positive spin - improved}:{
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\swtalent{Improved Positive Spin}{Once per session, if no PC's Duty triggered, make a \daunting{} Charm check with the difficulty decreased once per rank of Positive Spin to have one PC's Duty trigger.}{}{}
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},%
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{powerful ally}:{
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\swtalent{Powerful Ally}{The character may spend a Destiny Point to use the basic version of a Force power they have not purchased or apply the effects of a control upgrade to a power they have purchased.}{true}{true}
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},%
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@@ -958,6 +1033,9 @@
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{resist questioning}:{
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\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}{}
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},%
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{resist questioning - improved}:{
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\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.}{}{}
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},%
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{resolve}:{
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\swtalent{Resolve}{When a character involuntarily suffers strain. he suffers 1 less strain per rank of Resolve, to a minimum of}{}{}
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},%
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@@ -1159,8 +1237,11 @@
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{superior reflexes}:{
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\swtalent{Superior Reflexes}{Gain +1 melee defense.}{}{}
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},%
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{supressing fire}:{
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\swtalent{Supressing Fire}{Character and allies in short range may spend \advantage{} on failed combat checks once per round to inflict 1 strain per rank in Supressing Fire on the target.}{}{}
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{supporting evidence}:{
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\swtalent{Supporting Evidence}{When assisting an ally with a Charm, Deception, Leadership, or Negotiaton check, add automatic \advantage{} per rank of Supporting Evidence.}{}{}
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},%
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{suppressing fire}:{
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\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.}{}{}
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},%
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{surgeon}:{
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\swtalent{Surgeon}{When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of surgeon.}{}{}
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@@ -1210,6 +1291,9 @@
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{there is no try}:{
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\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}
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},%
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{thorough assessment}:{
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\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}{}
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},%
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{time to go}:{
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\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}{}
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},%
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@@ -1243,6 +1327,9 @@
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{trust the captain}:{
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\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}{}
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},%
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{twisted words}:{
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\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}{}
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},%
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{uncanny reactions}:{
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\swtalent{Uncanny Reactions}{Add \boost{} per rank of Uncanny Reactions to all Vigilance checks.}{}{true}
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},%
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Block a user