-= OBLIGATION =-
STEP 2: OBLIGATION
Explaination of what Obligatio is can be found on page 30 in the rulebook.
A player can either roll the 1D100 Dice to randomly get an Obligation or he/she choose one that fits his/hers characters description. The table is marked as 2-1 on page 30.
STARTING OBLIGATION
Each character start the game with 1 in Obligation. Players may choose to increase the size of their character's starting Obligation in order to gain additional starting experience and/or additional credits to purchase starting gear.
ADDITIONAL OBLIGATION
Default +1 Obligation +2 Obligation
default species starting XP +5 XP +10 XP
500 starting credits +1000 starting credits +2500 starting credits
Note that a character can only benefit from one source of bonus and a player can therefore only buy the +5 XP OR the +10 XP, not both. Same goes for starting credits. In total, maximum starting Obligation for any one character will be 5.
Adam wants an experienced and wellgeard character so he chooses to get both the +10 XP and the +2500 starting credits. This gives his character an Obligation of 5.
Therese is satisfied with her species starting XP but want a little extra cash, so she gets the +1000 starting credits. This gives her character an Obligation of 2.
OBLIGATION IN PLAY
Whenever a character is confronted with the nature of his Obligation he will at the GM's discretion suffer a number of Setback Dice equal to his/her Obligation value. A character with obligation towards a Debt could suffer Setback Dice when dealing for a reward, prices or just haggling with his broker. A character with Obligation towards Criminal could suffer his obligation value in Setback Dice when dealing with the law.
COUNTER SETBACK DICE
Having extra Setback Dice is never good, and perhaps a character has a very steep value in Obligation that the player wish to compensate for. He/she can do so by immediately suffer 2 strain per Setback Dice he/she wish to ignore on the roll.
Example in play: A character with Obligation 5 towards Family is being confronted by a knows gang that say they kidnapped the characters family and that they now want money. It is a nerv-vrecking situation and the GM decide to give the player's character 5 Setback Dice since this is in line with the characters Obligation (he really loves his family). The player however do not wish to roll the skillcheck to persuade the gang to release his family with a full 5 extra Setback Dice so he decide to lower the amount with 3, taking a heavy 6 strain hit on his character. Negotiations fail non the less due to a bad roll and the character has no choise but to blast his family free, but as combat begins he have still lost 6 strain and one of the gangers have his blaster set for stun…
-= SOAK =-
I houserule that all armors get another 2 more soak, except Heavy Battle Armor that gets 3 more soak. Simply to make armors better and actually be able to soak at all since Pierce always is a static value of 2. Also, if you intend to be in alot of combat it makes more sense that you invest in a good armor then just rely on being pumped.
This would mean that the following armors change their stat to the following:
TYPE DEFENSE SOAK
Heavy Clothing 0 3
Adverse Environment Gear 0 3
Padded Armor 0 4
Armored Clothing 1 3
Laminate 0 4
Heavy Battle Armor 1 5
-= AUTO-FIRE =-
A weapon with Auto-fire can be set to shoot in rapid succession and potentially spray an area with bolts, flechettes, slugs or other type of projectiles. Attacking with a weapon on Auto-fire is generally less accurate and the attacker must increase the difficulty of his attack roll by 1 difficulty dice.
The advantage in using Auto-fire is that it has the chance to hit multiple targets or strike a single target multiple times.
(as per original text on page 105, following is my houserule)
Auto-fire requires one success to activate and can be activated multiple times. Each time it does so, the weapon deals an additional hit to the target or another target engaged with the first target (if he selects additional targets, see page 137 for the rules covering walking fire). Each of these hits counts as an additional hit from that weapon, and each hit deals base damage of the weapon used. Any advantages scored during an Auto-fire can be used just like normal.
Example in play: An Agility 4 shooter with Skill of 3 would on an avarage score 4 Success and 3 Advantage. Correcting for avarage difficulty it would end up on 3 Success and 2 Advantage. In total 3 hits with the base damage on either 3 diffrent targets engaged with eachother or up to 3 hits on a single target and the shooter could immediate perform an free maneuver (cost 2 advantages).