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        <dc:date>2015-08-24T00:45:07+00:00</dc:date>
        <title>rules:beast_riding</title>
        <link>https://rpg.rollinitiative.net/rules/beast_riding?rev=1440377107&amp;do=diff</link>
        <description>Beast Riding

Source: SoT:80

Riding a beast is similar to riding a vehicle except you use Survival in place of Piloting. A beast must have:

	*  Silhouette - If none given, defaults to 2. Beasts of silhouette 1 or less cannot usually be ridden.
	*  Speed - Equal to half the beasts'</description>
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        <dc:date>2016-01-28T23:22:48+00:00</dc:date>
        <title>rules:buy-sell</title>
        <link>https://rpg.rollinitiative.net/rules/buy-sell?rev=1454023368&amp;do=diff</link>
        <description>Buying &amp; Selling

Sources: EotE:148-151,114,118

Legal Trade

	*  Finding a legal item requires a Negotiation check (or an appropriate Knowledge check).
	*  If haggling over a price, roll an opposed “Negotiation” check: 
		*  extra  may be used to increase the acting character's profit by 5% per</description>
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        <dc:date>2016-04-08T18:53:19+00:00</dc:date>
        <title>rules:character-creation</title>
        <link>https://rpg.rollinitiative.net/rules/character-creation?rev=1460141599&amp;do=diff</link>
        <description>Character Creation

Determine Background

Determine a background for your character.

	*  Social Background
		*  The Down and Out
		*  Middle Class Struggles
		*  The High and Mighty
		*  The Outsider

	*  Sample Background Hooks
		*  Opportunity Knocks</description>
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        <dc:date>2017-03-28T00:15:21+00:00</dc:date>
        <title>rules:chase</title>
        <link>https://rpg.rollinitiative.net/rules/chase?rev=1490660121&amp;do=diff</link>
        <description>The Chase

Source: FaD:247

	*  GM determines how far away the two vehicles are.
	*  Both chased and pursuer rolls a competitive Piloting check.
		*  Difficulty depends on circumstances of the chase. (See table below)
		*  Compare total successes. If pursuer wins, he closes the distance by one range band. If the chased wins, he opens the distance by one range band.</description>
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        <dc:date>2018-09-20T22:46:07+00:00</dc:date>
        <title>rules:crafting</title>
        <link>https://rpg.rollinitiative.net/rules/crafting?rev=1537483567&amp;do=diff</link>
        <description>Crafting

Rules

Step 1: Select Template

The player first chooses a template from one of the tables; this will tell the materials/cost of building, hard hard it is (Check required), and what type of item results upon success. It's up to players / GM to come up with specific of how exactly the item works, details of its construction, appearance, etc.&lt;a name=&quot;droidpersonality&quot;&gt;&lt;/a&gt;</description>
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        <dc:date>2016-04-04T16:13:03+00:00</dc:date>
        <title>rules:custommods</title>
        <link>https://rpg.rollinitiative.net/rules/custommods?rev=1459786383&amp;do=diff</link>
        <description>Customizations &amp; Modifications

Source: EotE: 187

Attachments are simple to add to a weapon, vehicle, or item. They simply fit into the hard points on the item. They give a base modifier boost to the item.

Most attachments can be further modified. Some mods can be done multiple times and other only once. In order to install a mod the character must:</description>
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        <dc:date>2016-04-12T20:38:28+00:00</dc:date>
        <title>rules:duty</title>
        <link>https://rpg.rollinitiative.net/rules/duty?rev=1460493508&amp;do=diff</link>
        <description>Duty

Sources: AoR:46, 325

The main focus your character has in it's organization. It could be the driving factor for why they joined or an area of focus.

See Character Creation for information on creating characters with Duty.

Duty Chart

This chart must be assembled before each session. Sort each character's Duty score with the largest being on top. For example:</description>
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        <dc:date>2016-03-14T21:31:52+00:00</dc:date>
        <title>rules:encumbrance</title>
        <link>https://rpg.rollinitiative.net/rules/encumbrance?rev=1457991112&amp;do=diff</link>
        <description>Encumbrance

Source: EotE:153

	*  If encumbrance is vital to the story, 10 incidental items cost 1 encumbrance. 
	*  If stored effectively 20 incidental items cost 1 encumbrance.
	*  Generally a character can carry 5 plus their Brawn rating.
	*  Characters suffer a</description>
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        <dc:date>2016-04-08T19:10:32+00:00</dc:date>
        <title>rules:environment_effects</title>
        <link>https://rpg.rollinitiative.net/rules/environment_effects?rev=1460142632&amp;do=diff</link>
        <description>Environmental Effects

Source: EotE:212
EffectDescriptionConcealmentAdd  to Ranged, Gunnery and Perception checks depending on level of concealment. Add  to any Stealth checks depending on level of concealment.Difficult/Impassable TerrainSpend twice as many maneuvers to move through difficult terrain. Impassable terrain requires skill checks.</description>
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        <dc:date>2018-08-22T00:41:24+00:00</dc:date>
        <title>rules:expanded_mechanics_rules</title>
        <link>https://rpg.rollinitiative.net/rules/expanded_mechanics_rules?rev=1534898484&amp;do=diff</link>
        <description>Additional Mechanics Rules</description>
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        <dc:date>2015-05-26T19:55:32+00:00</dc:date>
        <title>rules:fear</title>
        <link>https://rpg.rollinitiative.net/rules/fear?rev=1432670132&amp;do=diff</link>
        <description>Fear

Source: EotE:298

Fear is an opposed check. It is opposed normally by Discipline and occasionally by Cool. 
 State of Fear  Check Difficulty  Minimally afraid  Easy ()  Moderately afraid  Average ()  Very afraid  Hard ()  Mortally afraid  Daunting (</description>
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        <dc:date>2016-04-08T15:59:04+00:00</dc:date>
        <title>rules:health</title>
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        <description>Damage, Health &amp; Healing

Source: EotE: 215

Taking damage &amp; health states

	*  States of health – Unwounded → Wounded → Critically Injured → Incapacitated. These are not mutually exclusive.
	*  Exceeding wound threshold – Character becomes incapacitated and suffers a critical injury. Wounds over the wound threshold should be tracked until a maximum of twice the wound threshold.</description>
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        <dc:date>2016-04-12T20:42:15+00:00</dc:date>
        <title>rules:hintaro</title>
        <link>https://rpg.rollinitiative.net/rules/hintaro?rev=1460493735&amp;do=diff</link>
        <description>Hintaro

Source: FC:87

Each round players throw two chance cubes. Each player can choose to re-roll a single chance cube once. The goal is to obtain pairs of matching symbols. Then one player throws the hintaro, a special chance cube that modifies the results for each players' roll. The highest ranked result wins the entire pot.</description>
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        <dc:date>2016-04-12T20:40:10+00:00</dc:date>
        <title>rules:mass_combat</title>
        <link>https://rpg.rollinitiative.net/rules/mass_combat?rev=1460493610&amp;do=diff</link>
        <description>Mass Combat

Source: LbE:70

Overview / Summary

	*  A Mass Combat check represents the climax of a portion of a battle between the acting force (generally PCs' side) and enemy force (PCs' adversaries)
	*  Mass Combat is broken into a series of phases, with a Mass Combat check roll being made by the GM at the end of each phase</description>
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        <dc:date>2016-04-12T20:39:27+00:00</dc:date>
        <title>rules:morality</title>
        <link>https://rpg.rollinitiative.net/rules/morality?rev=1460493567&amp;do=diff</link>
        <description>Morality

Source: FaD: 48, 322

Triggering

	*  Before a session the GM should roll a d10 and compare the number on the die with the ones digit of each character's morality. If they match it triggers.
	*  When triggered the GM and player should both make an effort to engaged the character's emotional strength or emotional weakness (or both) in a crucial encounter or decision during that session.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2018-08-31T20:26:52+00:00</dc:date>
        <title>rules:navigation</title>
        <link>https://rpg.rollinitiative.net/rules/navigation?rev=1535747212&amp;do=diff</link>
        <description>*  » Wiki Index
	*  » Star Wars Home
	*  » Rules Home
	*  

&lt;ul class=&quot;catlist-nslist&quot; &gt;&lt;li class=&quot;catlist-page&quot;&gt;Beast Riding&lt;/li&gt;&lt;li class=&quot;catlist-page&quot;&gt;Buying &amp; Selling&lt;/li&gt;&lt;li class=&quot;catlist-page&quot;&gt;Character Creation&lt;/li&gt;&lt;li class=&quot;catlist-page&quot;&gt;The Chase&lt;/li&gt;&lt;li class=&quot;catlist-page&quot;&gt;Crafting&lt;/li&gt;&lt;li class=&quot;catlist-page&quot;&gt;Customizations &amp; Modifications&lt;/li&gt;&lt;li class=&quot;catlist-page&quot;&gt;Duty&lt;/li&gt;&lt;li class=&quot;catlist-page&quot;&gt;Encumbrance&lt;/li&gt;&lt;li class=&quot;catlist-page&quot;&gt;Environmental Effects&lt;/li&gt;&lt;li class=&quot;ca…</description>
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        <dc:date>2016-04-08T16:01:52+00:00</dc:date>
        <title>rules:personal_combat</title>
        <link>https://rpg.rollinitiative.net/rules/personal_combat?rev=1460131312&amp;do=diff</link>
        <description>Personal Combat

	*  In each round, characters get one turn. 
	*  Turns happen in order but narratively occur at the same time.
	*  A round is roughly 1 minute and each turn allows the character to move and perform an important action.

	*  Determine initiative</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2015-06-02T20:30:48+00:00</dc:date>
        <title>rules:range_bands</title>
        <link>https://rpg.rollinitiative.net/rules/range_bands?rev=1433277048&amp;do=diff</link>
        <description>Range Bands

Personal Scale

	*  Engaged
		*  Close to a character or item.
		*  Required for melee combat or interacting with items.
		*  Engaging requires 1 maneuver (from Short).

	*  Short Range
		*  Several meters.
		*  Thrown weapons and small firearms are most accurate at this range.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-04-12T20:36:56+00:00</dc:date>
        <title>rules:reputation</title>
        <link>https://rpg.rollinitiative.net/rules/reputation?rev=1460493416&amp;do=diff</link>
        <description>Reputation

Sources: FC:95

After a story-arc or adventure each PC's Reputation can be affected. If the PCs were publicly associated with a major positive event the GM can increase their Reputation by 1 level. Likewise if they were publicly associated wtih a major negative event the GM can decrease their reputation by 1 level. Reputation levels would only exist with in certain locales and is completely up to the GM.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-04-12T20:53:24+00:00</dc:date>
        <title>rules:sabacc</title>
        <link>https://rpg.rollinitiative.net/rules/sabacc?rev=1460494404&amp;do=diff</link>
        <description>Sabacc

Sources: UaBS:27; SoF:119

The following rules can be used to simulate one round or hand of sabacc, a popular card game in the Star Wars universe. In sabacc, players attempt to develop a hand of ±23 using a deck of 78 chipcards that shift between positive and negative versions of their numbers until they are played.</description>
    </item>
    <item rdf:about="https://rpg.rollinitiative.net/rules/skill-mapping?rev=1492718843&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2017-04-20T20:07:23+00:00</dc:date>
        <title>rules:skill-mapping</title>
        <link>https://rpg.rollinitiative.net/rules/skill-mapping?rev=1492718843&amp;do=diff</link>
        <description>Skill Mapping

Straight from the core rulebooks, here is a chart explaining the base characteristics.
CharacteristicDescriptionBrawnBrute power, strength, over toughness. Physical fitness, hardiness, strong constitutions.AgilityManual dexterity, hand-eye coordination, body control. Flexibility, sense of balance, deft hands.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-04-04T21:02:14+00:00</dc:date>
        <title>rules:slicing</title>
        <link>https://rpg.rollinitiative.net/rules/slicing?rev=1459803734&amp;do=diff</link>
        <description>Slicing

House Rules

These are house rules for slicing. Some of the ideas come from the official Jewel of Yavin adventure.

An example of a complicated slicing procedure like planting evidence on a remote system could be something like this:

	*  Determine if there is an administrator or rival slicer that will be actively monitoring the defences of the remote system. You may need to deal with this individual first.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-04-12T20:44:37+00:00</dc:date>
        <title>rules:social_interactions</title>
        <link>https://rpg.rollinitiative.net/rules/social_interactions?rev=1460493877&amp;do=diff</link>
        <description>Social Interactions

	*  The Force &amp; Destiny Core book is way more polished than the others, especially EotE
	*  Then update this, or I'll keep using it. :-) -mk
Acting SkillOpposing SkillCoercion, Deception, LeadershipDisciplineCharmCoolNegotiationNegotiation or Cool</description>
    </item>
    <item rdf:about="https://rpg.rollinitiative.net/rules/social_interactions_houserule?rev=1472411864&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-08-28T19:17:44+00:00</dc:date>
        <title>rules:social_interactions_houserule</title>
        <link>https://rpg.rollinitiative.net/rules/social_interactions_houserule?rev=1472411864&amp;do=diff</link>
        <description>Social Interactions - House Rules

House Rules

These are some fun ways to make social interactions more exciting than a single die roll.

Convincing Others

How do you persuade some of something? Using logic adapted from [&lt;http://www.wikihow.com/Convince-Anyone-of-Anything&gt;|wikiHow] here are some simple ways to win people over.</description>
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        <dc:date>2016-04-12T20:45:44+00:00</dc:date>
        <title>rules:space_travel</title>
        <link>https://rpg.rollinitiative.net/rules/space_travel?rev=1460493944&amp;do=diff</link>
        <description>Space Travel

Sources: AoR:260; FC:76

Sublight
Trip TimeExample5 - 15 minutesTime needed to fly from a planet's orbit to a safe hyperspace jump distance.30 - 90 minutesTime needed to fly from a planet's surface to one of its moons.6 - 12 hoursTime needed to fly from one planet to another within the same star system. This time varies a great deal depending on the relative position of the planets in question, and any stellar phenomena between them.</description>
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        <dc:date>2015-05-26T19:56:52+00:00</dc:date>
        <title>rules:squads</title>
        <link>https://rpg.rollinitiative.net/rules/squads?rev=1432670212&amp;do=diff</link>
        <description>Squads &amp; Squadrons

Source: AoR GM Kit:28

	*  To create a squadron, the character who wants to lead makes an Easy () Leadership check as a maneuver. The leadership check represents both the leader’s command and the minion’s willingness to follow orders. Add</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2016-04-08T16:02:42+00:00</dc:date>
        <title>rules:starship_combat</title>
        <link>https://rpg.rollinitiative.net/rules/starship_combat?rev=1460131362&amp;do=diff</link>
        <description>Starship &amp; Vehicle Combat

House rules are available to make starship combat more interesting.

This is basically the same as personal combat.

	*  Determine initiative – Either a Cool (when ready) or Vigilance (unexpected) check. Most  goes first, ties fall to most</description>
    </item>
    <item rdf:about="https://rpg.rollinitiative.net/rules/starship_houserule_combat?rev=1462288707&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-05-03T15:18:27+00:00</dc:date>
        <title>rules:starship_houserule_combat</title>
        <link>https://rpg.rollinitiative.net/rules/starship_houserule_combat?rev=1462288707&amp;do=diff</link>
        <description>Starship Combat House Rules

House Rules

These are the standard starship combat rules combined with Emperor Norton's house rules, available from this thread. Emperor Norton's rules have been tweaked further here.

PDF Version

A condensed &amp; print-friendly version of these rules (including Spending &amp; Crit Result tables) is available from &lt;a name=&quot;fly&quot;&gt;&lt;/a&gt;&lt;a name=&quot;evasivemaneuvers&quot;&gt;&lt;/a&gt;&lt;a name=&quot;stayontarget&quot;&gt;&lt;/a&gt;&lt;a name=&quot;rammingspeed&quot;&gt;&lt;/a&gt;&lt;a name=&quot;aim&quot;&gt;&lt;/a&gt;&lt;a name=&quot;angledeflector&quot;&gt;&lt;/a&gt;&lt;a name=&quot;a…</description>
    </item>
    <item rdf:about="https://rpg.rollinitiative.net/rules/start?rev=1535744194&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2018-08-31T19:36:34+00:00</dc:date>
        <title>rules:start</title>
        <link>https://rpg.rollinitiative.net/rules/start?rev=1535744194&amp;do=diff</link>
        <description>Starwars Rules

General

	*  Character Creation
	*  Duty
	*  Morality
	*  Upgrade vs Increase for Difficulty
	*  Skill Mapping

Combat

	*  Damage, Health &amp; Healing
	*  Mass Combat 
	*  Personal Combat
	*  Range Bands
	*  Starship &amp; Vehicle Combat (House Rules)
	*  Squads &amp; Squadrons

Crafting

	*  Crafting
	*  Customizations &amp; Modifications
	*  Expanded Mechanics Rules

Effects

	*  Fear
	*  Environment Effects
	*  Encumbrance
	*  Reputation

Games

	*  Sabacc
	*  Hintaro

Social

	*  Buying &amp; …</description>
    </item>
    <item rdf:about="https://rpg.rollinitiative.net/rules/upgrade_vs_increase?rev=1455557871&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2016-02-15T17:37:51+00:00</dc:date>
        <title>rules:upgrade_vs_increase</title>
        <link>https://rpg.rollinitiative.net/rules/upgrade_vs_increase?rev=1455557871&amp;do=diff</link>
        <description>Upgrade vs Increase

Upgrading

When you upgrade the difficulty you change a  to a . If you run out of  to upgrade (ie. the pool is only ), and still have extra upgrades remaining, first add a new , and then if there is still an upgrade remaining, convert that</description>
    </item>
</rdf:RDF>
