
ThermalCat |

Can Medical skills (CRB page 143) such as First Aid, Long-Term Care, Long-Term Stability, Treat Deadly Wounds, Treat Disease/Drugs/Poison be applied to a character wearing armor? (By a Medic or doctor also in armor.)
Why? Maybe you are taking a break from combat and regaining some HP, but you are in a situation where you need to keep your suits/armor on because a room with normal air-pressure/temperature is not available.
I'm inclined to say you can. I like the idea of simpler rules for ease of gameplay, and the rules don't specify you have to wear a revealing hospital gown to receive treatment. So I'd also allow players to make use of the Medical Gear on CRB page 220 normally in a vacuum and/or on an armored patient. Has anyone played this differently?

ThermalCat |

If the GM insists that some or all of the healing checks can't be done to a patient in armor, I just noticed that a Mobile Hotelier, CRB page 231, has room for 2 occupants at the base price of 50 CR. This would considerably raise the time and effort of treating a patient in vacuum, but it has the same environmental protection as armor, so a patient and doctor can get inside, strip off armor and do their healing unencumbered. Larger sizes can be had by paying more, so aid another becomes possible to help on the healing checks. You'd just better have the foresight to keep this item with the other medical supplies.

Xenocrat |

Not only can you perform Medicine without penalty on someone in armor (because there is no rule saying you can't), there's an armor upgrade that makes it easier to do so.
With a successful Computers check (DC = the DC needed to hack the computer) you can set the computer to give basic information about your condition (blood pressure, heart rate, temperature, and so on) to authorized users (which you designate), or to anyone with a medkit, advanced medkit, or medical lab. Characters who can access this information gain a +2 circumstance bonus to Medicine checks they attempt on you.

The Ragi |

This scene from Star Trek IV: The Voyage Home summarizes how you should treat anything regarding medicine in Starfinder:
https://www.youtube.com/watch?v=1i3gp_aN1cs
There are starships flying around – you don’t have to cut someone up with a scalpel and stitch their wounds!

ThermalCat |

Not only can you perform Medicine without penalty on someone in armor (because there is no rule saying you can't), there's an armor upgrade that makes it easier to do so.
Computer Interface armor upgrade wrote:With a successful Computers check (DC = the DC needed to hack the computer) you can set the computer to give basic information about your condition (blood pressure, heart rate, temperature, and so on) to authorized users (which you designate), or to anyone with a medkit, advanced medkit, or medical lab. Characters who can access this information gain a +2 circumstance bonus to Medicine checks they attempt on you.
Thanks! I didn't know of that upgrade.

ThermalCat |

This scene from Star Trek IV: The Voyage Home summarizes how you should treat anything regarding medicine in Starfinder:
https://www.youtube.com/watch?v=1i3gp_aN1cs
There are starships flying around – you don’t have to cut someone up with a scalpel and stitch their wounds!
That's great! I had forgotten that scene, even though I've seen the movie--I'll have to see if that movie is on Netflix or something.

Xenocrat |

Xenocrat wrote:Thanks! I didn't know of that upgrade.Not only can you perform Medicine without penalty on someone in armor (because there is no rule saying you can't), there's an armor upgrade that makes it easier to do so.
Computer Interface armor upgrade wrote:With a successful Computers check (DC = the DC needed to hack the computer) you can set the computer to give basic information about your condition (blood pressure, heart rate, temperature, and so on) to authorized users (which you designate), or to anyone with a medkit, advanced medkit, or medical lab. Characters who can access this information gain a +2 circumstance bonus to Medicine checks they attempt on you.
It does a lot more than that - the main purpose it have a free action activation of other armor mods every turn, or as a contingency to automatically operate armor mods under certain circumstances when you can't act.

Xenocrat |

Xenocrat, do you have any good examples of that in action to share?
No, but here is a list of things I can see wanting to activate as a free action:
1. Force Field (if you win initiative, otherwise this is a reactive activation from taking damage)
2. Displacement Field (instant 50% miss chance)
3. Quick Release Sheath (free action weapon draw)
4. Glamer Projector (to drop your disguise)
5. Flashblinders (move, free action blind, attack, or free action blind and full attack)
6. Phase Shield (instant +1 AC, or deactivate to use what you're holding in your hand)
7. Lightwrap Inlay/Grandchild's Cloak (attack, free action invisibility, move)
8. Microspur Spray (free action harrying fire in an AOE around you, then full attack - the only way I'd every take or use this upgrade)
9. AUTO INJECTOR! (free action spell ampoule or serum, instant buff options are pretty great)
10. Haste Circuit (pounce!)
11. Explosive Defense Unit (charge, attack, free action grenade activation)
12. Holodouble Module (freely create a single mirror image every time it goes down)
13. Teleportation Unit (escape or reposition only, alas, no pounce)
14. Titan Shield (instant cover)
15. Life Shield (instant undead defense)
Here's what I could see setting up as a contingent activation:
1. AUTO INJECTOR! (healing or conditional removal spell ampoule in response to being unconscious or unable to act)
2. Teleportation Unit (escape when you suffer a condition that prevents you from acting, or when you're dying/unconscious)
Nothing else actually makes much sense, because contingent programmed activations only happen at the end of your next turn after the activating event occurs, so if you have an action, you could just turn it on yourself as a free action. It's only beneficial if you've been knocked out, dazed, or stunned.
Unless you can both activate something via a free action and have a contingent activation occur in the same turn. If that's case, most of the defensive upgrades make sense as a contingent activation - take damage, then next turn you both activate an upgrade of your choice, and get a contingent activation at the end of the same round.

Hiruma Kai |

Given the control module can be linked to armor mounted weapons (integrated or power armor weapon slots), presumably activating armor systems also include firing weapons.
AoE, reflex save weapons come to mind as DC 5 to-hit the grid intersection (level 2 computer is good enough for that at +4 to hit), then reflex saves against 10 + 0.5*weapon level for half damage.