Files
Star-Wars-ffg/star-wars-talents.sty
2023-01-21 20:02:00 +01:00

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\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 }
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{
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\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.}{}{}
}