Background
Motivation
Comrades: The character shows loyalty to those he serves alongside. This could be either the current group of PCs, former
military buddies, or business associates.
Obligations
Dutybound: (20) The PC has a deep sense of duty that he feels compelled to fulfill, such as military service, making good on a contract, or following some sort of thieves' code. Unlike the Oath Obligation (see below), a Dutybound character has some legal or ritualistic bind to an organization or cause making it extremely difficult or detrimental if he fails to live up to that commitment.
Description
Emergency repair patches are one-use items that mechanics can use to patch small holes in items or vehicles, or droids can use to heal wounds. The second use is more common. It takes a maneuver for a character to use an emergency repair patch on himself or another. An emergency repair patch automatically heals 3 wounds on a droid. A droid can use emergency repair patches five times in a day. The sixth emergency repair patch heals no wounds—the droid is so patched together that further patches would be useless. It takes a day for the droid's self repair diagnostics (or some actual repairs) to restore his body to enough functionality to be able to accept additional emergency patches.
Toolkits allow mechanics to perform most Mechanics checks to repair mechanical devices, and can also be used to "heal" droids. All of the
guidelines and rules governing Medicine checks also govern Mechanics checks to heal droids.
Electrobinoculars allow the user to see normally in low light or extremely bright conditions, and can magnify targets up to ten kilometers away. When using electrobinoculars, characters may also remove up to • imposed due to long range or poor light.
Scanner goggles allow the user to see normally in
dark conditions.
Most scanners are small, hand-held gear, designed to be simple and durable for field use by scouts and explorers. Depending on the model, they indicate the nearby presence of life forms, heat fonts, radiation sources, acoustic emissions, or any combination thereof. Some operate in all directions, displaying their results on screens or holodisplays, while others are directional and only give indications towards where they are pointing. The Cryoncorp EnhanceScan is a typical example of this. Small enough to be carried by a single scout, the scanner has life-form tracking, motion sensing, metal detection, and the ability to intercept standard frequency comlink transmissions. The motion sensing operates up to half a kilometer, while the remaining systems can detect targets up to a kilometer and a half, and the comlink interceptor can catch signals from much further.
Breaking free of binders is often a matter of either sheer brawn or impressive agility and flexibility. The difficulty of each restraint is different depending on make and model, but the most common restraints require a Daunting (••••) Athletics or Coordination check to escape.
Forearm Grip Mod decreases the additional difficulty of making Ranged (Heavy) checks with this weapon while engaged to an additional * (rather than **).
A weapon with Auto-fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs, or other types of projectiles. The advantage in using Auto-fire is that it has the chance to hit multiple targets or hit a single target multiple times. Attacking with a weapon on Auto-fire is generally less accurate and the attacker must increase the difficulty of the attack check by ^ . The user may choose to not use the Auto-fire quality on a weapon; in this case, he cannot trigger the quality but also does not suffer the aforementioned penalty.
If the attack hits, the attacker can trigger Auto-fire by spending O O Auto-fire can be triggered multiple times. Each time the attacker triggers auto fire, it deals an additional hit to the target. Each of these counts as an additional hit from that weapon, and each hit deals base damage plus the number of uncanceled & on the check. These additional hits can be allocated to the target, or to other targets within range of the weapon. If the attacker wishes to hit multiple targets, he must decide to do so before making the check. Furthermore, if he wishes to hit multiple targets, his initial target must always be the target with the highest difficulty and highest defense (if this is two separate targets, the GM chooses which target is his initial target). The initial hit must always be against the initial target, subsequent hits generated can be allocated to any of the other designated targets. Auto-fire weapons can also activate one Critical Injury for each hit generated on the attack per the normal cost; the Critical must target the target of the specific hit.