\ExplSyntaxOn \NewDocumentCommand{\DefineDictionary}{mm} { \arclupus_dict_def:nn { #1 } { #2 } } \seq_new:N \l__arclupus_dict_temp_seq \cs_new_protected:Nn \arclupus_dict_def:nn { \prop_gclear_new:c { g_arclupus_#1_dict_prop } \clist_map_inline:nn { #2 } { \__arclupus_dict_add:nn { #1 } { ##1 } } \cs_new:cpn { #1 } ##1 { \prop_item:cf { g_arclupus_#1_dict_prop } { ##1 } } } \cs_new_protected:Nn \__arclupus_dict_add:nn { \seq_set_split:NVn \l__arclupus_dict_temp_seq \c_colon_str { #2 } \prop_gput:cxx { g_arclupus_#1_dict_prop } { \seq_item:Nn \l__arclupus_dict_temp_seq { 1 } } { \seq_item:Nn \l__arclupus_dict_temp_seq { 2 } } } \cs_generate_variant:Nn \seq_set_split:Nnn { NV } \cs_generate_variant:Nn \prop_gput:Nnn { cxx } \cs_generate_variant:Nn \prop_item:Nn { cf } \ExplSyntaxOff \newcommand{\talent}[1]{% \def\tmptalent{\expandafter\talentdict{#1}} \ifthenelse{\equal{\tmptalent}{}}{% \IfSubStr{\undeffed}{(#1)}{}{\append{\\(#1)}}% \swtalent{#1}{}{}{}% }{% \tmptalent% } } \DefineDictionary{talentdict}{% {adaptable}:{ \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} },% {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 silhouette 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} },% {another's treasure}:{ \swtalent{Another's Treasure}{The condition of an item does not affect the price the character receives when selling it. In addition, the character can always find a buyer for an item, no matter its condition or apparent value.}{}{} },% {armor master}:{ \swtalent{Armor Master}{When wearing armor, increase total soak value by 1.}{}{} },% {armor master - improved}:{ \swtalent{Improved Armor Master}{When wearing armor with a soak value of 2 or higher, increase defense by 1}{}{} },% {assault drop}:{ \swtalent{Assault Drop}{Once per session while piloting a vehicle or ship, the character may perform the Assault Drop incidental. All passengers aboard or allies engaged with the vehicle or ship may immediately disembark or embark as an out-of-turn incidental.}{true}{} },% {ataru technique}:{ \swtalent{Ataru Technique}{When making a check using the Lightsaber skill, the character may use Agility instead of Brawn.}{}{true} },% {backroom deal}:{ \swtalent{Backroom Deal}{Once per encounter, make a Hard (\difficulty\difficulty\difficulty) Negotiation check to reveal how previously unknown dealings have a meaningful impact on the current scene.}{true}{} },% {bacta specialist}:{ \swtalent{Bacta Specialist}{Patients regain 1 additional wound per rank of Bacta Specialist when they recover wounds from bacta tanks or long term}{}{} },% {bad motivator}:{ \swtalent{Bad Motivator}{Once per session, may take a Bad Motivator action: make a Hard (\difficulty\difficulty\difficulty) Mechanics check to cause one targeted device to spontaneously fail.}{true}{} },% {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} },% {barrage}:{ \swtalent{Barrage}{Add 1 damage per rank of Barrage to 1 hit of successful attack while using Ranged (Heavy) or Gunnery skills at long or extreme range.}{}{} },% {barrel roll}:{ \swtalent{Barrel Roll}{While piloting a vehicle or starship of silhouette 3 or less, when hit by an attack, suffer 3 system strain to reduce damage of one hit by ranks in Piloting.}{true}{} },% {barrel roll - improved}:{ \swtalent{Improved Barrel Roll}{When the character takes the Barrel Roll Incidental, reduce the damage of all hits of the attack by ranks in Piloting.}{}{} },% {barrel roll - supreme}:{ \swtalent{Supreme Barrel Roll}{When using Barrel Roll against certain weapons, may spend \despair{} or \threat{}\threat{}\threat{} to inflict one hit on an enemy vehicle within close range, dealing base damage of the original attack.}{true}{} },% {beginner's luck}:{ \swtalent{Beginner's Luck}{Once per session when the character makes a check, may add \success{} equal to the number of light side Destiny Points in the Destiny pool to the results.}{true}{true} },% {black market contacts}:{ \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}{} },% {blooded}:{ \swtalent{Blooded}{Add \boost{} per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded to a minimum of 1.}{}{} },% {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}{} },% {body guard - improved}:{ \swtalent{Improved Body Guard}{Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead.}{true}{} },% {brace}:{ \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}{} },% {brace - improved}:{ \swtalent{Improved Brace}{When the character performs the Brace maneuver, they may choose one environmental circumstance. The benefits of Brace apply to that circumstance until the end of the encounter.}{}{} },% {brace - supreme}:{ \swtalent{Supreme Brace}{When the character performs the brace maneuver, the benefits apply to all allies within short range.}{}{} },% {brilliant evasion}:{ \swtalent{Brilliant Evasion}{Once per encounter may take Brilliant Evasion action. Select 1 opponent and make Opposed Piloting (Planetary or Space) check to stop opponent from attacking character for rounds equal to Agility.}{true}{} },% {bypass security}:{ \swtalent{Bypass Security}{Remove \setback{} per rank of Bypass Security from checks made to disable a security device or open a locked door.}{}{} },% {calming aura}:{ \swtalent{Calming Aura}{When an opponent targets character with a Force power, reduce \forcepoint{} generated by 1.}{}{true} },% {calming aura - improved}:{ \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} },% {careful planning}:{ \swtalent{Careful Planning}{Once per session, may introduce a "fact" into the narrative as if a Destiny Point had been spent.}{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} },% {center of being - improved}:{ \swtalent{Improved Center of Being}{Suffer 1 strain to perform Center of Being maneuver as an incidental.}{}{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} },% {clanker killer}:{ \swtalent{Clanker Killer}{Before rolling a combat check that targets a droid, remove \boost{} up to the character's rank in Clanker Killer from the pool and add an equal number of \success{} or \advantage{} to the results.}{true}{} },% {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.}{}{} },% {consider our options}:{ \swtalent{Consider Our Options}{Take the Consider Our Options action: make a Hard (\difficulty\difficulty\difficulty) Negotiation check. Until the character's next turn, a character who attacks them first suffers 2 strain, plus 1 strain per \success{}\success{} on the character's check.}{true}{} },% {consider our options - improved}:{ \swtalent{Improved Consider Our Options}{Allies within short range may also benefit from Consider Our Options.}{true}{} },% {contingency plan}:{ \swtalent{Contingency Plan}{Spend 1 Destiny Point to recover strain equal to Cunning rating.}{true}{} },% {contraption}:{ \swtalent{Contraption}{Once per session, take Contraption action; make a Hard (\difficulty\difficulty\difficulty) Mechanics check to fashion a device to solve a current problem using just the tools and parts on hand.}{true}{} },% {convincing demeanor}:{ \swtalent{Convincing Demeanor}{Remove \setback{} per rank of Convincing Demeanor from Deception or Skulduggery checks.}{}{} },% {coordinated assault}:{ \swtalent{Coordinated Assault}{Take the Coordinated Assault maneuver: a number of engaged allies equal to Leadership ranks add \advantage{} to combat checks until beginning of next turn. Range increases per additional rank of Coordinated Assault.}{true}{} },% {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}{} },% {dead to rights}:{ \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}{} },% {dead to rights - improved}:{ \swtalent{Improved Dead to Rights}{Spend 1 Destiny Point to add additional damage equal to Agility (rounded up) to one hit of successful attack made with ship or vehicle-mounted weaponry}{true}{} },% {deadly accuracy}:{ \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}{}{} },% {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 driving}:{ \swtalent{Defensive Driving}{Increase defense of vehicle or starship being piloted by 1 per rank of Defensive Driving}{}{} },% {defensive slicing}:{ \swtalent{Defensive Slicing}{When defending computer systems, add \setback{} per rank of Defensive Slicing to opponents' checks.}{}{} },% {defensive slicing - improved}:{ \swtalent{Improved Defensive Slicing}{Defensive Slicing now upgrades opponents' difficulty once per rank of Defensive Slicing; this replaces the usual benefits}{}{} },% {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}{}{} },% {disorient}:{ \swtalent{Disorient}{After hitting with combat check, may spend \advantage{}\advantage{} to disorient target for number of rounds equal to ranks in Disorient}{}{} },% {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}{} },% {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} },% {dronance saturation}:{ \swtalent{Dronance Saturation}{When the character or certain allies activate the blast quality of a planetary scale weapon, all ships or vehicles within close range of th etarget suffer damage equal to the weapon's blast quality.}{}{} },% {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} },% {exceed specifications}:{ \swtalent{Exceed Specifications}{When making a check using an item, may add \boost{}. The GM may spend \threat{}\threat{} on the check to damage the item one step, or \despair{} to damage it beyond usability.}{true}{} },% {exceed specifications - improved}:{ \swtalent{Improved Exceed Specifications}{When the character takes the Exceed Specifications incidental, upgrade the ability of the check once instead of the standard effect.}{}{} },% {exceed specifications - supreme}:{ \swtalent{Supreme Exceed Specifications}{If a check benefitting from Exceed Specifications generates \triumph{}, may damage the item to roll additional \proficiency{} and add it to the check results. If the check generates \despair{}, add \challenge{} to the check results.}{true}{} },% {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} },% {familiar suns}:{ \swtalent{Familiar Suns}{Once per session, may perform a Familiar Suns maneuver; make a Hard (\difficulty\difficulty\difficulty) Knowledge (Outer Rim) or (Core Worlds) check to reveal the current type of plan environment and other useful information}{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.}{}{} },% {feral strength}:{ \swtalent{Feral Strength}{Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills.}{}{} },% {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}{} },% {field commander - improved}:{ \swtalent{field commander}{Field Commander action affects allies equal to double Presence, and may spend \triumph{} to allow allies to suffer 1 strain and perform free action instead.}{}{} },% {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} },% {frenzied attack}:{ \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}{} },% {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}{} },% {full throttle - improved}:{ \swtalent{Improved Full Throttle}{Suffer 1 strain to attempt Full Throttle as a maneuver and decrease its difficulty to Average (\difficulty\difficulty)}{true}{} },% {full throttle - supreme}:{ \swtalent{Supreme Full Throttle}{When performing Full Throttle, top speed increases by 2 instead of 1.}{}{} },% {galaxy mapper}:{ \swtalent{Galaxy Mapper}{Remove \setback{} per rank of Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time.}{}{} },% {gearhead}:{ \swtalent{Gearhead}{Remove \setback{} per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.}{}{} },% {grit}:{ \swtalent{Grit}{Gain +1 strain threshold.}{}{} },% {hard headed}:{ \swtalent{Hard Headed}{When staggered or disoriented, perform the Hard Headed action; make a Daunting (\difficulty\difficulty\difficulty\difficulty) Discipline check to rernove status. Difficulty reduced per rank of Hard Headed.}{true}{} },% {hard headed - improved}:{ \swtalent{Improved Hard Headed}{When incapacitated due to strain exceeding threshold, may take a more difficult Hard Headed action to reduce strain to I below threshold.}{true}{} },% {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} },% {healing trance - improved}:{ \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} },% {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}{} },% {hidden storage}:{ \swtalent{Hidden Storage}{Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage}{}{} },% {hold together}:{ \swtalent{Hold Together}{Spend 1 Destiny Point to perform a Hold Together incidental immediately after vehicle or starship takes damage to turn it into system strain}{true}{} },% {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} },% {indistinguishable}:{ \swtalent{Indistinguishable}{Upgrade difficulty of checks to identify character once per rank of Indistinguishable.}{}{} },% {insight}:{ \swtalent{Insight}{Perception and Discipline become career skills.}{}{true} },% {inspiring rhetoric}:{ \swtalent{Inspiring Rhetoric}{Take the Inspiring Rhetoric action; make an Average (\difficulty\difficulty) leadership check. Each \success{} causes 1 ally in close range to recover 1 strain. Spend \advantage{} to cause 1 affected ally to recover 1 additional strain.}{true}{} },% {inspiring rhetoric - improved}:{ \swtalent{Improved Inspiring Rhetoric}{Each ally affected by Inspiring Rhetoric gains \boost{} on all skill checks for a number of rounds equal to ranks in Leadership}{}{} },% {inspiring rhetoric - supreme}:{ \swtalent{Supreme Inspiring Rhetoric}{Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.}{true}{} },% {intense focus}:{ \swtalent{Intense Focus}{Perform an Intense Focus maneuver: suffer 1 strain and upgrade the ability of the next skill check once.}{true}{} },% {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}{} },% {jury rigged}:{ \swtalent{Jury Rigged}{Choose 1 weapon. armor, or other item and give it a permanent improvement while it remains in use.}{}{} },% {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.}{}{} },% {knockdown}:{ \swtalent{Knockdown}{After hitting with a melee attack, may spend \triumph{} to knock the target prone.}{}{} },% {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).}{}{} },% {known schematic}:{ \swtalent{Known Schematic}{Once per session, may perform the Known Schematic maneuver; make a Hard (\difficulty\difficulty\difficulty) Knowledge (Education) check. Success grants familiarity with a building or ship's design.}{true}{} },% {let's ride}:{ \swtalent{Let's Ride}{Once per round. may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental}{true}{} },% {lethal blows}:{ \swtalent{Lethal Blows}{Add + 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents}{}{} },% {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 doctor}:{ \swtalent{Master Doctor}{Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1}{true}{} },% {master merchant}:{ \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}{} },% {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}{} },% {master pilot}:{ \swtalent{Master Pilot}{Once per round, when piloting a stership, may suffer 2 strain to perform any action as a maneuver.}{true}{} },% {master slicer}:{ \swtalent{Master Slicer}{Once per round, may take a Master Slicer incidental to suffer 2 strain and decrease difficulty of Computers or other slicing checks by 1, to a minimum of Easy (\difficulty)}{true}{} },% {master starhopper}:{ \swtalent{Master Starhopper}{Once per round, suffer 2 strain to decrease the difficulty of next Astrogation check by 1 to a minimum of Easy (\difficulty).}{true}{} },% {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 brawler}:{ \swtalent{Natural Brawler}{Once per session, may reroll any 1 Brawl 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 enforcer}:{ \swtalent{Natural Enforcer}{Once per session may re-roll any 1 Coercion or Streetwise 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 marksman}:{ \swtalent{Natural Marksman}{Once per session, may reroll any 1 Ranged (Light) or Ranged (Heavy) 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 pilot}:{ \swtalent{Natural Pilot}{Once per session, may reroll any 1 Piloting (Space) or Gunnery check.}{true}{} },% {natural programmer}:{ \swtalent{Natural Programmer}{Once per session, may reroll any 1 Computers or Astrogation check.}{true}{} },% {natural rogue}:{ \swtalent{Natural Blademaster}{Once per session, may reroll any 1 Skulduggery or Stealth check.}{true}{} },% {natural scholar}:{ \swtalent{Natural Scholar}{Once per session, may reroll any 1 Knowledge skill 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}{}{} },% {overwhelm emotions}:{ \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} },% {parry}:{ \swtalent{Parry}{When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.}{true}{} },% {parry - improved}:{ \swtalent{Improved Parry}{When parrying a hit that generated \despair{} or \threat{}\threat{}\threat{}. may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves.}{}{} },% {parry - supreme}:{ \swtalent{Supreme Parry}{If the user did not make a combat check during his previous turn, may suffer 1 strain to use Parry.}{}{true} },% {physician}:{ \swtalent{Physician}{When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician}{}{} },% {plausible deniability}:{ \swtalent{Plausible Deniability}{Remove \setback{} per rank of Plausible Deniability from Coercion and Deception checks.}{}{} },% {point blank}:{ \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}{}{} },% {precise aim}:{ \swtalent{Precise Aim}{Once per round, may perform Precise Aim maneuver Suffer a number of strain no greater than ranks in Precise Aim. then reduce target's melee and ranged defense by that number}{true}{} },% {preemptive avoidance}:{ \swtalent{Preemptive Avoidance}{May spend I Destiny Point to disengage from engaged enemy as an out-of-turn incidental.}{true}{true} },% {pressure point}:{ \swtalent{Pressure Point}{When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks of Medicine (this ignores soak).}{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.}{}{} },% {redundant systems}:{ \swtalent{Redundant Systems}{Once per session, may take a Redundant Systems action; make an Easy (\difficulty) Mechanics check to harvest components from a functioning device to repair a broken one without breaking the first device}{true}{} },% {reflect}:{ \swtalent{Reflect}{When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.}{true}{true} },% {reflect - improved}:{ \swtalent{Improved Reflect}{When reflecting a hit that generated \despair{} or \threat{}\threat{}\threat{}, may hit one target in medium range with the same damage as the initial hit, after original attack resolves.}{}{true} },% {reflect - supreme}:{ \swtalent{Supreme Reflect}{If the user did not make a combat check during previous turn, may suffer 1 strain to use Reflect.}{}{true} },% {researcher}:{ \swtalent{Researcher}{Remove \setback{} per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.}{}{} },% {resist disarm}:{ \swtalent{Resist Disarm}{Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.}{true}{} },% {resolve}:{ \swtalent{Resolve}{When a character involuntarily suffers strain. he suffers 1 less strain per rank of Resolve, to a minimum of}{}{} },% {respected scholar}:{ \swtalent{Respected Scholar}{May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.}{}{} },% {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} },% {scathing tirade}:{ \swtalent{Scathing Tirade}{Take a Scathing Tirade action; make an Average (\difficulty\difficulty) Coercion check. Each \success causes one enemy in close range to suffer 1 strain. Spend \advantage{} to cause 1 affected enemy to suffer 1 additional strain.}{true}{} },% {scathing tirade - improved}:{ \swtalent{Scathing Tirade}{Each enemy affected by Scathing Tirade suffers \setback{} on all skill checks for a number of rounds equal to ranks in Coercion}{}{} },% {scathing tirade - supreme}:{ \swtalent{Supreme Scathing Tirade}{Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.}{true}{} },% {second wind}:{ \swtalent{Second Wind}{Once per encounter, may use Second Wind incidental to recover strain equal to ranks in Second Wind.}{true}{} },% {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} },% {shortcut}:{ \swtalent{Shortcut}{During a chase, add \boost{} per rank in Shortcut to any checks made to catch or escape an opponent.}{}{} },% {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.}{}{} },% {skilled slicer}:{ \swtalent{Skilled Slicer}{When making a Computers check may spend \triumph{} to make further Computers checks within this system as maneuvers.}{true}{} },% {sleight of mind}:{ \swtalent{Sleight of Mind}{Add \boost{} to all Stealth checks unless the opposition is immune to Force powers.}{}{true} },% {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}{} },% {sniper shot}:{ \swtalent{Sniper Shot}{Before making a non thrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon's range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase}{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} },% {spare clip}:{ \swtalent{Spare Clip}{Cannot run out of ammo due to \despair{}. Items with Limited Ammo quality run out of ammo as normal.}{}{} },% {speaks binary}:{ \swtalent{Speaks Binary}{When directing NPC droids, may grant them \boost{} per rank of Speaks Binary on checks.}{}{} },% {stalker}:{ \swtalent{Stalker}{Add \boost{} per rank of stalker to all Stealth and Coordination checks.}{}{} },% {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}{} },% {stim application}:{ \swtalent{Stim Application}{Take the Stim Application Action; make an Average (\difficulty\difficulty) Medicine check. If successful. 1 engaged ally increases 1 characteristic by 1 for the remainder of the encounter and suffers 4 strain.}{true}{} },% {stim application - improved}:{ \swtalent{Improved Stim Application}{When performing Stim Application Action, may increase difficulty of check to Hard (\difficulty\difficulty\difficulty), and target only suffers 1 strain.}{true}{} },% {stim application - supreme}:{ \swtalent{Supreme Stim Application}{When performing the Stim Application Action. spend \triumph{} to increase an additional Characteristic by 1}{}{} },% {stimpack specialization}:{ \swtalent{Stimpack Specialization}{Stimpacks heal 1 additional wound per rank of Stimpack Specialization.}{}{} },% {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.}{}{} },% {stroke of genius}:{ \swtalent{Stroke of Genius}{Once per session, makeone skill check using Intellect rather than the characteristic linked to that}{true}{} },% {strong arm}:{ \swtalent{Strong Arm}{Treat thrown weapons as if they had 1 greater range.}{}{} },% {stunning blow}:{ \swtalent{Stunning Blow}{When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.}{true}{} },% {stunning blow - improved}:{ \swtalent{Improved Stunning Blow}{When dealing strain damage with Melee or Brawl checks. may spend \triumph{} to stagger target for 1 round per \triumph{}.}{true}{} },% {sum djem}:{ \swtalent{Sum Djem}{May spend \triumph{} or \advantage{}\advantage{} with successful Lightsaber check to disarm opponent.}{}{true} },% {superior reflexes}:{ \swtalent{Superior Reflexes}{Gain +1 melee defense.}{}{} },% {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.}{}{} },% {targeted blow}:{ \swtalent{Targeted Blow}{After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one}{true}{} },% {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} },% {terrify - improved}:{ \swtalent{Improved Terrify}{Reduce the difficulty of Terrify's check to Average (\difficulty\difficulty) and may spend to stagger an affected target.}{}{true} },% {the force is my ally}:{ \swtalent{The Force is My Ally}{Once per session, may suffer 2 strain to perform Force power action as maneuver.}{true}{true} },% {tinkerer}:{ \swtalent{Tinkerer}{May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once}{}{} },% {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.}{}{} },% {true aim}:{ \swtalent{True Aim}{Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.}{true}{} },% {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} },% {utility belt}:{ \swtalent{Utility Belt}{Spend 1 Destiny Point to perform a Utility Belt incidental; produce a previously undocumented item or weapon (with restrictions) from a tool belt or a satchel}{true}{} },% {utinni!}:{ \swtalent{Utinni!}{Remove \setback{} per rank of Utinni! from checks to find and or scavenge items or gear Such checks take half the time.}{}{} },% {valuable facts}:{ \swtalent{Valuable Facts}{Once per encounter, per form Valuable Facts action; make an Average (\difficulty\difficulty) Knowledge check If successful, add \triumph{} to one ally's skill check during the encounter.}{true}{} },% {well rounded}:{ \swtalent{Well Rounded}{Choose any 2 skills. They permanently become career skills.}{}{} },% {wheel and deal}:{ \swtalent{Wheel and Deal}{When selling goods legally, gain 10\% more credits per rank of Wheel and Deal.}{}{} }