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Thread Fate
Star Wars: Malevolence of Mandalore
Quality |
Requirements |
Effects
|
Colony Kid |
Survival 4, Mechanics 3 (Repair 1B) |
+(half Survival) to Mechanics (Repair). +(half Survival) to Stamina.
|
Knowledge Focus |
Knowledge 4 |
Choose area of expertise; Education dice become Test dice.
|
Technophile |
Mechanics 4 (Systems 2B, Repair 2B) |
Ignore penalties for lacking proper tools. Spend a Destiny to use Mechanics for any other Ability (Specialty still applies)
|
Trailblazer |
Mechanics 4 (Piloting 3B) |
Add Cunning total to astrogation rolls
|
Twilighter |
Knowledge 3 (Streetwise 2B) |
+(half Cunning) to Knowledge (Streetwise) tests. Subtitute Knowledge (Streetwise) for Survival (Orientation) to find way through dense urban environments.
|
Quality |
Requirements |
Effects
|
Animal Cohort |
Survival 3 (Animal Handling 1B) |
Gain animal companion. Gain +1D to any Test once per game session.
|
Droid Companion |
Mechanics 3 |
Gain droid companion built as a Primary Character whose Assistance does not count against normal Assistance limits.
|
Force Sensitive |
- |
Connected to the Force; Gain 1 rank in Sense, Control, and Alter; Gain 1 Force Point
|
Jedi Knight |
Force Sensitive, Student of Shii-Cho (Form 1); Fighting 4 (Lightsaber 1B), Awareness 3 (Sense 2B), Will 3 (Control 2B), Presence 3 (Alter 2B) |
Fully initiated Jedi knight; +1B to all Presence rolls and +2 Intrigue Defense when identified as Jedi; gain access to specific resources
|
Jedi Master |
Jedi Knight, any Form Benefit; Awareness 4 (Sense 3B), Will 4 (Control 3B), Presence 4 (Alter 3B), 5+ Force Points |
Acknowledged Jedi Master; +1 to the Influence of any Technique during an Intrigue.
|
Quality |
Requirements |
Effects
|
Adept |
Force Sensitive; Control 2B |
When using a Control Force Power, reroll a number of 1's equal to ranks in Control Specialty
|
Convergence in the Force |
Force Sensitive, Strong in the Force |
Gain 2 Force Points and one Jedi Arts Force Power
|
Dark Acolyte |
Force Sensitive |
Gain 1 Dark Side Point and two Dark Force Powers
|
Force Training |
Force Sensitive |
Gain 1 Force Point and two Jedi Arts Force Powers
|
Mystic |
Force Sensitive; Alter 2B |
When using an Alter Force Power, reroll a number of 1's equal to ranks in Alter Specialty
|
Obscure Power |
Force Sensitive |
Gain 1 Force Point and an Obscure Force Power
|
Seer |
Force Sensitive; Sense 2B |
When using a Sense Force Power, reroll a number of 1's equal to ranks in Sense Specialty
|
Strong in the Force |
Force Sensitive |
Gain 2 Force Points and one Jedi Arts Force Power.
|
Quality |
Requirements |
Effects
|
Child of the Core Worlds |
- |
Gain Intrigue Defense +2; when testing Education, reroll a number of 1's equal to Presence.
|
Child of the Colonies |
- |
Increase the Influence of Bargain and Convince Techniques by 1 against opponents with a Will rating lower than yours
|
Child of the Inner Rim |
- |
Reduce Influence taken in an Intrigue by half Presence ranks
|
Child of the Expansion Region |
- |
When testing Endurance (Resilience), gain +(half Will); when testing Will (Dedication), reroll a number of 1s equal to Endurance.
|
Child of the Mid Rim |
- |
Increase Combat Defense by +2; when testing Survival (Forage), reroll a number of 1s equal to half Cunning ranks
|
Child of the Outer Rim |
- |
When testing Awareness (Notice), add half Thievery ranks; when testing Thievery (Steal), reroll a number of 1s equal to half Awareness ranks
|
Quality |
Requirements |
Effects
|
Corellian Drill |
Double Tap; Marksmanship 6 (Blasters 5B or Blaster Rifle 5B) |
Fire weapon three times as a Greater Action; each attack is at -2D
|
Double Tap |
Marksmanship 5 (Blasters 3B or Blaster Rifle 3B) |
Fire weapon two times as a Greater Action; each attack is at -1D
|
Echani Unarmed Fighting I |
Awareness 3 (Empathy 1B), Agility 3 (Dodge 1B), Fighting 4 (Brawl 2B) |
When using Counterattack, use base weapon damage of adjacent opponents instead of own; when making attacks using Counterattack, increase Fighting test by ranks in Empathy
|
Echani Unarmed Fighting II |
Echani Unarmed Fighting I; Awareness 4 (Empathy 2B), Agility 4 (Dodge 2B), Fighting 5 (Brawl 3B) |
Make an immediate unarmed attack against any opponent attacks and fails to inflict damage; such attacks gain maximum of 1 degree; may a number of such attacks per round equal to Brawl ranks
|
Echani Unarmed Fighting III |
Echani Unarmed Fighting II; Agility 5 (Dodge 3B), Fighting 6 (Brawl 4B) |
Fighting (Brawl) test against the passive Awareness of an enemy who attacks and fails to inflict damage to cause them to attack an adjacent target of your choice
|
Gunslinger |
Marksmanship 4 (Blasters 2B) |
Blasters gain Fast Quality when you use them; increase Combat Defense by +1 when using blaster
|
Hybrid Form |
Two Lightsaber Form Benefits |
Ignore the -1D penalty when taking Maneuvers not in the proper Stance
|
Sniper |
Marksmanship 5 (Blaster Rifle 3B) |
Bonus dice from Aim Action may exceed normal limits; may retain dice until they are spent, or you change targets
|
Teras Kasi Martial Art I |
Athletics 3, Agility 3 (Quickness 1B), Fighting 4 (Brawl 2B) |
Increase base Damage of unarmed attacks by ranks in Brawl
|
Teras Kasi II |
Teras Kasi Martial Art I; Awareness 4, Agility 4 (Quickness 2B), Fighting 5 (Brawl 3B) |
Add ranks in Brawl to Agility (Quickness) tests for initiative
|
Teras Kasi Martial Art III |
Teras Kasi Martial Art II; Fighting 6 (Brawl 4B), Will 4 (Dedication 2B) |
Increase the difficulty of Force Powers to affect you by twice ranks in Brawl
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