Statistics & References: Rules

Magical Effects - Ley Lines, Nexuses, and Astronomical Events
Ley lines generally give equivalent benefits to a metamagic feat; in some cases, they may give metapsionic benefits as well. These circumstantial benefits stack with normal metamagic feats. This may result in, for instance, a Maximized Extended Prolonged et cetera spell during a major alignment or astronomical event if casting on a ley line nexus. Exact benefits may vary from caster to caster, but generally ley lines by themselves extend the duration of a spell.

Military Etiquette, Reputation, and the Supply Situation
Rather than using the character's Wealth bonus to acquire new equipment or replace lost or destroyed equipment, the character may attempt to acquire it through official procurement channels. Normally this requires the character to roll a Reputation check against the equipment's Purchase DC, modified as follows:

Note that this means that a parade may qualify as "obvious mission use" for items such as tanks or power armor, if appropriate to the unit. There is a wide GM leeway in handling this.

If the item is expended during the mission, the character may lose a reputation point, or may be unaffected, depending on whether the item was expendable (ammunition) or accountable (power armor). Expendable items never cost a reputation point. Accountable items may cost based on the character's history with such items and the way the item was lost. GM discretion applies.

If the character keeps the item permanently, he is accountable for it, and it may be requested back. If the character refuses, he automatically loses one reputation point.

Sanity
Characters start with a number of Sanity points equal to their Wisdom attribute, multiplied by five. Sanity may be lost due to encounters with creatures or events outside human understanding, such as supernatural intelligences. Sanity loss depends on the encounter - all encounters with creatures of the Undead or Aberration subtypes produce sanity loss equal to the creature's hit dice. Any encounter justifying Sanity loss will also justify a Will save (DC varies, usually 15+). A passing save reduces the number of points lost to 25% of the default, to a minimum of zero (amount varying by encounter). Any Sanity loss is reduced by the character's current level to a minimum of zero.

Regaining Sanity
A character regains Sanity at the same rate as action points - based on class level. Additionally, a successful Knowledge (Social Science) (DC 15) roll may increase Sanity by one point for every four points by which the character or therapist passed the roll (rounding down).