\let\XstringIfStrEqCase\IfStrEqCase
\renewcommand\IfStrEqCase[2]{%
    \XstringIfStrEqCase{#1}{%
        #2%
        {#1}{\swtalent{#1}{}{}{}}%
    }%
}

\newcommand{\talent}[1]{
  \IfStrEqCase{#1}{
    {against all odds}{
      \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}
    }
    {anatomy lessons}{
      \swtalent{Anatomy Lessons}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.}{true}{}
    }
    {animal bond}{
      \swtalent{Animal Bond}{Develop long-term bond with single animal of silhou ette no greater than half Force rating rounded down.}{}{true}
    }
    {animal empathy}{
      \swtalent{Animal Empathy}{When making checks to handle or tame animals, add \force{} no greater than Force rating to the check. Spend \forcepoint{} to add \success{} or \advantage{} to the check.}{}{true}
    }
    {ataru technique}{
      \swtalent{Ataru Technique}{When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.}{}{true}
    }
    {balance}{
      \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}
    }
    {body guard}{
      \swtalent{Body Guard}{Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks of Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number.}{true}{}
    }
    {calming aura}{
      \swtalent{Calming Aura}{When an opponent targets character with a Force power, reduce \forcepoint{} generated by 1.}{}{true}
    }
    {center of being}{
      \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}
    }
    {circle of shelter}{
      \swtalent{Circle of Shelter}{When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit.}{}{true}
    }
    {codebreaker}{
      \swtalent{Codebreaker}{Remove \setback{} per rank of Codebreaker from checks to break codes or decrypt communications. Decrease difficulty of checks to break codes or decrypt communications by 1.}{}{}
    }
    {command}{
      \swtalent{Command}{Add \boost{} per rank of Command when making Leadership checks. Affected targets add \boost{} to Discipline checks for next 24 hours.}{}{}
    }
    {comprehend technology}{
      \swtalent{Comprehend Technology}{Take Comprehend Technology action; make an Average (\difficulty{}\difficulty{}) Knowledge (Education) check to use Force rating as ranks in skills to use a single item.}{true}{true}
    }
    {commanding presence}{
      \swtalent{Commanding Presence}{Remove \setback{} per rank of Commanding Presence from Leadership and Cool checks.}{}{}
    }
    {conditioned}{
      \swtalent{Conditioned}{Remove \setback{} per rank of Con ditioned from Athletics and Coordination checks. Re duce the damage and strain suffered from falling by 1 per rank of Conditioned.}{}{}
    }
    {confidence}{
      \swtalent{Confidence}{May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.}{}{}
    }
    {contingency plan}{
      \swtalent{Contingency Plan}{Spend 1 Destiny Point to recover strain equal to Cunning rating.}{true}{}
    }
    {counterstrike}{
      \swtalent{Counterstrike}{When an attack misses the character and generates \despair{} or \threat{}\threat{} may upgrade next Lightsaber (Cunning) check against attacker during enounter once.}{}{true}
    }
    {crippling blow}{
      \swtalent{Crippling Blow}{Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.}{true}{}
    }
    {dedication}{
      \swtalent{Dedication}{Gain +1 to a single characteristic. This cannot bring a characteristic above 6.}{}{}
    }
    {defensive circle}{
      \swtalent{Defensive Circle}{May take the Defensive Circle action, making a Hard (\difficulty\difficulty\difficulty) 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}
    }
    {defensive slicing}{
      \swtalent{Defensive Slicing}{When defending computer systems, add \setback{} per rank of Defensive Slicing to opponents' checks.}{}{}
    }
    {defensive stance}{
      \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}{}
    }
    {defensive training}{
      \swtalent{Defensive Training}{When wielding a Light saber, Melee, or Brawl
      weapon, the weapon gains the Defensive quality with
      a rating equal to ranks in Defensive Training}{}{}
    }
    {disruptive strike}{
      \swtalent{Disruptive Strike}{Perform Disruptive Strike action; make a Lightsaber (Cunning) combat check, adding \force{} no greater than Force rating. Spend \forcepoint{} to add \failure{} to the next combat check the target makes.}{true}{true}
    }
    {djem so deflection}{
      \swtalent{Djem So Deflection}{After using Reflect, may spend 1 Destiny Point to perform Move maneuver as out-of-turn incidental to close distance with or engage opponent.}{true}{true}
    }
    {dodge}{
      \swtalent{Dodge}{When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number.}{true}{true}
    }
    {draw closer}{
      \swtalent{Draw Closer}{Perform Draw Closer action; make a Lightsaber (Willpower) combat check against one silhouette 1 target within
      medium range, adding \force{} no greater than Force rating to check. Spend \forcepoint{} to move target one range band closer or to add \success{} to check.}{true}{true}
    }
    {duelist's training}{
      \swtalent{Duelist's Training}{Add \boost{} to Melee and Lightsaber checks when engaged with only one opponent.}{}{}
    }
    {durable}{
      \swtalent{Durable}{May reduce any Critical Injury suffered by 10 per rank of Durable, to a minimum of 1.}{}{}
    }
    {enduring}{
      \swtalent{Enduring}{Gain + 1 soak value.}{}{}
    }
    {enhanced leader}{
      \swtalent{Enhanced Leader}{When making a Leadership check, add \force{} no greater than Force rating. Spend \forcepoint{} to add \success{} or \advantage{} to the result.}{}{true}
    }
    {exhaust port}{
      \swtalent{Exhaust Port}{Before attacking a starship or vehicle, may spend 1 Destiny Point to ignore the effects of the Massive rule for the attack.}{true}{}
    }
    {expert tracker}{
      \swtalent{Expert Tracker}{Remove \setback{} per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.}{}{}
    }
    {falling avalanche}{
      \swtalent{Falling Avalanche}{Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn}{true}{true}
    }
    {fearsome}{
      \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.}{}{}
    }
    {feint}{
      \swtalent{Feint}{Spend \triumph{} or \advantage{}\advantage{}\advantage{} generated on a missed meleeattack to upgrade difficulty
      of opponent's next attacktargeting character by ranksin Feint.}{}{}
    }
    {field commander}{
      \swtalent{field commander}{Take the Field Commander action; make an Average (\difficulty\difficulty) Leadership check  A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.}{true}{}
    }
    {fine tuning}{
      \swtalent{Fine Tuning}{When repairing system strain on a starship or vehicle, repair 1 additional system strain per rank of Fine Tuning.}{}{}
    }
    {forager}{
      \swtalent{Forager}{Remove up to \setback{}\setback{} from skill checks to find food, water, or shelter. Survival checks to forage take half the time.}{}{}
    }
    {force assault}{
      \swtalent{Force Assault}{Spend \triumph{} or \advantage{}\advantage{}\advantage{} on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as maneuver}{}{true}
    }
    {force protection}{
      \swtalent{Force Protection}{Perform the Force Protection maneuver; suffer 1 strain and commit \force{} up to ranks of Force Protection. Increase soak by number of \force{} committed until beginning of next turn. Suffer 1 strain every turn \force{} remains committed.}{true}{true}
    }
    {force rating}{
      \swtalent{Force Rating}{Gain +1 Force Rating.}{}{true}
    }
    {forewarning}{
      \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}
    }
    {full throttle}{
      \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}{}
    }
    {galaxy mapper}{
      \swtalent{Galaxy Mapper}{Remove \setback{} per rank of Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time.}{}{}
    }
    {grit}{
      \swtalent{Grit}{Gain +1 strain threshold.}{}{}
    }
    {hawk bat swoop}{
      \swtalent{Hawk Bat Swoop}{Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against target within short range, adding \force{} no greater than Force rating. Spend \forcepoint{} to engage target and spend \forcepoint{} to add \advantage{} to check}{true}{true}
    }
    {healing trance}{
      \swtalent{Healing Trance}{Commit \force{}. for every full encounter \force{} remains committed, heal 1 wound per rank of Healing Trance.}{true}{true}
    }
    {heightened awareness}{
      \swtalent{Heightened Awareness}{Allies within short range add \boost to Perception or Vigilance checks. Engaged  add \boost{}\boost{}.}{}{}
    }
    {heroic fortitude}{
      \swtalent{Heroic Fortitude}{May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter}{true}{}
    }
    {hunter}{
      \swtalent{Hunter}{Add \setback{} per rank of Hunter to all checks when interacting with beasts or animals (including combat checks). Add +10 to Critical Injury results against beasts or animals per rank of Hunter.}{}{}
    }
    {imbue item}{
      \swtalent{Imbue Item}{Take the Imbue Item maneuver; suffer 1 strain and commit \force{} to grant one weapon, piece of armor, or item an improvement while \force{} remains committed. Suffer 1 strain every round \force{} remains committed.}{true}{true}
    }
    {improved body guard}{
      \swtalent{Improved Body Guard}{Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.}{true}{}
    }
    {improved calming aura}{
      \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}
    }
    {improved center of being}{
      \swtalent{Improved Center of Being}{Suffer 1 strain to perform Center of Being maneuver as an incidental.}{}{true}
    }
    {improved field commander}{
      \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.}{}{}
    }
    {improved healing trance}{
      \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}
    }
    {improved parry}{
      \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.}{}{}
    }
    {improved reflect}{
      \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}
    }
    {improved terrify}{
      \swtalent{Improved Terrify}{Reduce the difficulty of Terrify's check to Average (\difficulty\difficulty) and may spend to stagger an affected target.}{}{true}
    }
    {indistinguishable}{
      \swtalent{Indistinguishable}{Upgrade difficulty of checks to identify character once per rank of Indistinguishable.}{}{}
    }
    {intense presence}{
      \swtalent{Intense Presence}{Spend 1 Destiny Point to recover strain equal to Presence rating}{true}{}
    }
    {intimidating}{
      \swtalent{Intimidating}{May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating.}{true}{}
    }
    {intuitive evasion}{
      \swtalent{Intuitive Evasion}{Perform the Intuitive Evasion maneuver; suffer 1 strain and commit \force{} up to ranks of Intuitive Evasion. Upgrade difficulty of combat checks targeting starship or vehicle by equal amount. Suffer 1 strain every round \force{} remains committed.}{true}{true}
    }
    {intuitive improvements}{
      \swtalent{Intuitive Improvements}{When making check to craft or repair item, may add \force{} no greater than Force rating to the check. May spend \forcepoint{}\forcepoint{} to increase hard points by 1, to max of +2.}{}{true}
    }
    {intuitive shot}{
      \swtalent{Intuitive Shot}{When making a Ranged (Heavy) or Ranged (Light) combat check, add \force{} no greater than Force rating to the check. May spend \forcepoint{} to add \success{} or \advantage{}.}{}{true}
    }
    {intuitive strike}{
      \swtalent{Intuitive Strike}{When making a combat check with a planetary scale weapon, add \force{} no greater than Force rating to the check. May spend \forcepoint{}\forcepoint{} to add \success{} or \advantage{}.}{}{true}
    }
    {inventor}{
      \swtalent{Inventor}{When constructing new items or modifying attachments, add \boost{} or remove \setback{} per rank of Inventor}{}{}
    }
    {jump up}{
      \swtalent{Jump Up}{Once per round, may stand from seated or prone as an incidental}{true}{}
    }
    {keen eyed}{
      \swtalent{Keen Eyed}{Remove \setback{} per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half.}{}{}
    }
    {kill with kindness}{
      \swtalent{Kill with Kindness}{Remove \setback{} per rank of Kill with Kindness from all Charm and Leadership checks.}{}{}
    }
    {know somebody}{
      \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}{}
    }
    {knowledge is power}{
      \swtalent{Knowledge is Power}{Once per session, when making a check, count Force rating as being equal to ranks in Knowledge (Lore).}{true}{true}
    }
    {knowledge specialization}{
      \swtalent{Knowledge Specialization}{When acquired, choose 1 Knowledge skill. When making that skill check, may spend \triumph{} result to gain additional successes equal to ranks in Knowledge Spe cialization.}{true}{}
    }
    {knowledgeable healing}{
      \swtalent{Knowledgeable Healing}{When healing an ally, spend 1 Destiny Point to heal additional wounds equal to ranks in Knowledge (Xenology).}{}{}
    }
    {makashi finish}{
      \swtalent{Makashi Finish}{Take the Makashi Finish ac tion. Perform a Lightsaber (Presence) combat check against engaged target, adding \force{} no greater than Force rating. Spend \forcepoint{} to add +10 to any resulting Critical Injury rolls.}{true}{true}
    }
    {makashi flourish}{
      \swtalent{Makashi Flourish}{Once per encounter, perform Makashi Flourish action. Make an Average (\difficulty\difficulty\difficulty) Lightsaber (Presence) check. 1 engaged opponent suffers strain equal to \success{} and heal an equal amount of strain.}{true}{true}
    }
    {makashi technique}{
      \swtalent{Makashi Technique}{When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.}{}{true}
    }
    {master artisan}{
      \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}{}
    }
    {master of shadows}{
      \swtalent{Master of Shadows}{Once per round, suffer 2 strain to decrease the difficulty of next Stealth or Skulduggery check by 1.}{true}{}
    }
    {mental bond}{
      \swtalent{Mental Bond}{May perform the Mental Bond action. Commit \force{} While committed, may communicate with bonded animal at long range and see and hear through its senses.}{true}{true}
    }
    {mental fortress}{
      \swtalent{Mental Fortress}{Spend I Destiny Point to ignore effects of Critical Injuries on Intellect and Cunning checks until end of encounter}{true}{}
    }
    {mental tools}{
      \swtalent{Mental Tools}{Always count as having the right tools for the job when performing Mechanics checks}{}{true}
    }
    {multiple opponents}{
      \swtalent{Multiple Opponents}{Add \boost{} to Lightsaber, Brawl and Melee checks when engaged with multiple opponents.}{}{}
    }
    {natural blademaster}{
      \swtalent{Natural Blademaster}{Once per session, may reroll any 1 Lightsaber or Melee check.}{true}{}
    }
    {natural charmer}{
      \swtalent{Natural Charmer}{Once per session may re-roll any 1 Charm or Deception check.}{true}{}
    }
    {natural doctor}{
      \swtalent{Natural Doctor}{Once per session may re-roll any 1 Medicine check.}{true}{}
    }
    {natural hunter}{
      \swtalent{Natural Hunter}{Once per session, may reroll any 1 Perception or Vigilance check.}{true}{}
    }
    {natural leader}{
      \swtalent{Natural Leader}{Once per session, may reroll any 1 Cool or Leadership check.}{true}{}
    }
    {natural mystic}{
      \swtalent{Natural Mystic}{Once per session, may reroll any 1 Force Power check.}{true}{}
    }
    {natural negotiator}{
      \swtalent{Natural Negotiator}{Once per session, may reroll any 1 Cool or Negotiation check.}{true}{}
    }
    {natural outdoorsman}{
      \swtalent{Natural Outdoorsman}{Once per session, may reroll any 1 Resilience or Survival check.}{true}{}
    }
    {natural tinkerer}{
      \swtalent{Natural Tinkerer}{Once per session, may reroll any 1 Mechanics check.}{true}{}
    }
    {niman technique}{
      \swtalent{Niman Technique}{When making a Lightsaber skill check, the character may use Willpower instead of Brawn}{}{true}
    }
    {nobody's fool}{
      \swtalent{Nobody's Fool}{May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool.}{}{}
    }
    {now you see me}{
      \swtalent{Now You See Me}{Once per session, take Now You See Me action. Make a Hard (\difficulty\difficulty\difficulty) Deception check to make a number of NPCs equal to Cunning within medium range forget about character.}{true}{true}
    }
    {one with the universe}{
      \swtalent{One with the Universe}{Once per session, meditate, then perform One with the Universe action; make Average (\difficulty\difficulty) Astrogation check. If successful, add \lightforce{} to all Force power checks in next encounter. If successful with \threat{}, add \darkforce{} instead.}{true}{true}
    }
    {outdoorsman}{
      \swtalent{Outdoorsman}{Remove \setback{} per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half}{}{}
    }
    {parry}{
      \swtalent{Parry}{When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in 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}{}{}
    }
    {plausible deniability}{
      \swtalent{Plausible Deniability}{Remove \setback{} per rank of Plausible Deniability from Coercion and Deception checks.}{}{}
    }
    {preemptive avoidance}{
      \swtalent{Preemptive Avoidance}{May spend I Destiny Point to disengage from engaged enemy as an out-of-turn incidental.}{true}{true}
    }
    {prey on the weak}{
      \swtalent{Prey on the Weak}{Add +1 damage to one hit of successful combat checks against disoriented targets per rank of Prey on the Weak.}{}{}
    }
    {quick draw}{
      \swtalent{Quick Draw}{Once per round, draw or holster a weapon or accessible item as an incidental}{true}{}
    }
    {quick movement}{
      \swtalent{Quick Movement}{Suffer 2 strain to perform the Quick Movement incidental; add \force{} no greater than Force rating to next check. May spend \forcepoint{}\forcepoint{} to perform one additional Move maneuver after action.}{true}{true}
    }
    {quick strike}{
      \swtalent{Quick Strike}{Add \boost{} per rank of Quick Strike to combat checks against targets that have not acted yet this encounter}{}{}
    }
    {rapid reaction}{
      \swtalent{Rapid Reaction}{Suffer a number of strain to add an equal number of \success{} to Initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction.}{true}{}
    }
    {rapid recovery}{
      \swtalent{Rapid Recovery}{When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.}{}{}
    }
    {reflect}{
      \swtalent{Reflect}{When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.}{true}{true}
    }
    {researcher}{
      \swtalent{Researcher}{Remove \setback{} per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.}{}{}
    }
    {resist disarm}{
      \swtalent{Resist Disarm}{Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.}{true}{}
    }
    {saber swarm}{
      \swtalent{Saber Swarm}{Perform the Saber Swarm maneuver; suffer 1 strain, to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during check.}{true}{true}
    }
    {saber throw}{
      \swtalent{Saber Throw}{Perform Saber Throw action, make Lightsaber combat check as ranged attack at target within medium range, adding \force{} no greater than Force rating. Must spend \forcepoint{} and succeed to hit target; spend \forcepoint{} to have weapon return to hand.}{true}{true}
    }
    {sarlacc sweep}{
      \swtalent{Sarlacc Sweep}{Increase difficulty of Lightsaber check by 1 to perform Sarlacc Sweep action. May spend \advantage{}\advantage{} to hit additional engaged targets.}{true}{true}
    }
    {second wind}{
      \swtalent{Second Wind}{Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.}{true}{}
    }
    {sense advantage}{
      \swtalent{Sense Advantage}{Once per session, may add \setback{}\setback{} to 1 N PCs skill check.}{true}{true}
    }
    {sense danger}{
      \swtalent{Sense Danger}{Once per game, remove \setback{}\setback{} from any 1 check.}{true}{true}
    }
    {sense emotions}{
      \swtalent{Sense Emotions}{Add \boost{} to all Charm, Coercion, and Deception checks unless the target is immune to Force powers.}{}{true}
    }
    {share pain}{
      \swtalent{Share Pain}{May perform the Share Pain incidental when bonded animal suffers wounds. Reduce wounds suffered to half, then character suffers wounds equal to number reduced.}{true}{true}
    }
    {shien technique}{
      \swtalent{Shien Technique}{When making a check using the Lightsaber skill, the character may use Cunning instead of Brawn.}{}{true}
    }
    {shroud}{
      \swtalent{Shroud}{The character may spend 1 Destiny Point to make him self undetectable via Force powers and make his own powers go unnoticed for the remainder of the encounter}{true}{true}
    }
    {side step}{
      \swtalent{Side Step}{Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for this round. Strain suffered this way cannot exceed ranks in Side Step.}{true}{}
    }
    {sixth sense}{
      \swtalent{Sixth Sense}{Gain + 1 ranged defense.}{}{}
    }
    {skilled jockey}{
      \swtalent{Skilled Jockey}{Remove \setback{} per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks the character attempts.}{}{}
    }
    {sleight of mind}{
      \swtalent{Sleight of Mind}{Add \boost{} to all Stealth checks unless the opposition is immune to Force powers.}{}{true}
    }
    {slippery minded}{
      \swtalent{Slippery Minded}{If under the effects of a Force power, perform the Slippery Minded action; make a Hard (\difficulty\difficulty\difficulty) Deception check to immediately end effects of power}{true}{true}
    }
    {smooth talker}{
      \swtalent{Smooth Talker}{When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend \triumph{} to gain additional \success{} equal to ranks in Smooth Talker.}{true}{}
    }
    {soft spot}{
      \swtalent{Soft Spot}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.}{true}{}
    }
    {solid repairs}{
      \swtalent{Solid Repairs}{When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of Solid Repairs.}{}{}
    }
    {soresu technique}{
      \swtalent{Soresu Technique}{When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn.}{}{true}
    }
    {steely nerves}{
      \swtalent{Steely nerves}{Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.}{true}{}
    }
    {stimpack specialization}{
      \swtalent{Stimpack Specialization}{Stimpacks heal 1 additional wound per rank of Stimpack Specialization.}{}{}
    }
    {strategic form}{
      \swtalent{Strategic Form}{May take the Strategic Form action, making a Hard (\difficulty\difficulty\difficulty) 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}
    }
    {street smarts}{
      \swtalent{Street Smarts}{Remove \setback{} per rank of Street Smarts from Streetwise and Knowledge (Underworld) checks.}{}{}
    }
    {sum djem}{
      \swtalent{Sum Djem}{May spend \triumph{} or \advantage{}\advantage{} with successful Lightsaber check to disarm opponent.}{}{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}
    }
    {surgeon}{
      \swtalent{Surgeon}{When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of surgeon.}{}{}
    }
    {swift}{
      \swtalent{Swift}{Does not suffer usual penalties for moving through difficult terrain.}{}{}
    }
    {technical aptitude}{
      \swtalent{Technical Aptitude}{Reduce time needed to complete Computers-relat-ed tasks by 25\% per rank.}{}{}
    }
    {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}
    }
    {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}
    }
    {touch of fate}{
      \swtalent{Touch of Fate}{Once per session, add \boost{}\boost{} to any one check.}{true}{true}
    }
    {toughened}{
      \swtalent{Toughened}{Gain +2 wound threshold.}{}{}
    }
    {tricky target}{
      \swtalent{Tricky Target}{Count vehicle or starship piloted as having a silhouette I lower when being attacked.}{}{}
    }
    {uncanny reactions}{
      \swtalent{Uncanny Reactions}{Add \boost{} per rank of Uncanny Reactions to all Vigilance checks.}{}{true}
    }
    {uncanny senses}{
      \swtalent{Uncanny Senses}{Add \boost{} per rank of Uncanny Reactions to all Perception checks.}{}{true}
    }
    {unity assault}{
      \swtalent{Unity Assault}{If a missed combat check generates \triumph{} or \advantage{}\advantage{}\advantage{} may spend to perform Force power targeting allies as a maneuver.}{true}{true}
    }
    {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}{}
    }
    {well rounded}{
      \swtalent{Well Rounded}{Choose any 2 skills. They permanently become career skills.}{}{}
    }
  }
}