SFS 2-09: Bluerise Breakout


GM Discussion

Shadow Lodge 5/5 ⦵⦵⦵⦵ Venture-Captain, Indiana—Southern aka CanisDirus

Just gave this my first read-through, and I have a couple of early questions:

LOCKDOWN wrote:


In a single turn, several things happen at once.
D All the lights on the floor go out. The only light is what the PCs bring with them—most likely flashlights in their armor’s personal comm unit, which raise the light level by one step (from darkness to dim light, for example) in a 15-foot cone.

I've heard several players and other GMs since Starfinder's launch mention that armor has built-in flashlights and other systems, but the only thing I've ever been able to find in the actual rules (beyond standard environmental protections/seals) are the anchor functionality of the boots. While I think that modern/sci-fi armor should have built-in comms and/or lights (and I know I'd want them), I can't find this in the CRB or Armory...does anybody happen to know where this rule might be that I have yet to locate?

LOCKDOWN wrote:
D A jammer activates on an adjacent floor, preventing the PCs and other surviving employees from communicating beyond the confines of the office floor.

Several of my own PCs like to carry level 1 signal jammers to block enemy comms while on missions, and when in-game time allows, they turn them on in advance so the party can take 1 minute to cut through the jamming with Engineering checks so their own aren't affected. Normal signal jammers can be overcome with DCs dependent on how powerful they are. If we have players who are savvy as to how this game mechanic works, are there any details we can give them about why they can't attempt to bypass it (since the scenario does not appear to take into account that characters can do that with normal signal jammers)?

Thanks in advance!

5/5 ⦵⦵⦵

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This is in a weird place. WAAAAY in the back of the book, under entertainment/slice of life/ how do the packworlds communicate of all places, it mentions that comm units are so ubiquitous they're built into every piece of level 1+ modern armor.

com units are described as having a built in flashlight.

Grand Lodge 5/5 ⦵⦵⦵ Venture-Captain, Online—PbP aka Hmm

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What we can find in Armor:

Really, they've scattered the rules about what is standard issue with armor everywhere in the CRB.

Planetary Comm Units

CRB Pg 430 wrote:
Personal comm units are common, inexpensive devices that are capable of communicating with each other on a single planet or between ships orbiting a given world. Small enough to be carried in a pocket, they also come automatically integrated into all armor of 1st level or higher.

Flashlights & Games

CRB, Pg 218 wrote:
A personal comm unit also includes a calculator, a flashlight (increases the light level one step in a 15-foot cone), and several entertainment options (including games and access to any local infospheres). You can upgrade a personal comm unit to function as some other devices (such as full computers and scanners) by spending credits equal to 110% of the additional device's price.

Boot Clamps

CRB, pg 196 wrote:
Unless otherwise specified, the boots include a functionality that can anchor your feet to a solid surface in a zero-gravity environment, allowing you to orient yourself or return to normal footing when needed (for more about moving in zero-g, see page 402).
CRB, Pg 402 wrote:
A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check.

Environmental Protections

CRB, pg 196 wrote:
Unless otherwise specified, all armors protect you from a range of hazards to ensure that you can survive for at least a few days if you must make emergency repairs to the hull of a starship, explore an alien world, or endure exposure to an environmental breach in a space station.

Shadow Lodge 5/5 ⦵⦵⦵⦵ Venture-Captain, Indiana—Southern aka CanisDirus

1 person marked this as a favorite.
Hilary Moon Murphy wrote:

What we can find in Armor:

Really, they've scattered the rules about what is standard issue with armor everywhere in the CRB.

Planetary Comm Units

CRB Pg 430 wrote:
Personal comm units are common, inexpensive devices that are capable of communicating with each other on a single planet or between ships orbiting a given world. Small enough to be carried in a pocket, they also come automatically integrated into all armor of 1st level or higher.

This is the proverbial Rosetta Stone on this issue. THANK YOU, Hmm, for this! I knew about what functions the comm units had (flashlight, etc.), but not about the armor bit!

I...I don't even think I gave pages 430-431 more than a cursory scan when I first got my hands on the book in 2017, so I never noticed that. Every time I've heard someone talk about comms being built into armor I've always scoured the Equipment chapter...it never would have occurred to me to look for that rule in the Settings chapter! Thank you so much again!

All of my characters (and players when I GM) will benefit greatly from me now knowing where this appears in the rules!

Thanks to you, I am part of today's lucky 10,000!

Grand Lodge

Pathfinder Starfinder Society Subscriber

About to run this Saturday, and I know this will come up. Is there any way to repair environmental seals destroyed by the Smoker, and if so, what DC for Engineering?

Grand Lodge

Pathfinder Starfinder Society Subscriber

Disregard.... I found the answer when I grabbed my book late last night.

Repair Item

You can use Engineering to repair a mechanical, technological, or hybrid object or piece of equipment, as long you have access to it. The amount of time this takes typically depends on the complexity of the object. You can repair an object or piece of equipment you crafted in half the usual time. The DC of the check is determined by the GM and based on the complexity of the object. If you succeed, you restore a number of Hit Points equal to the result of your Engineering check. If you fail the check by 10 or more, you damage the object further, dealing 1d4 damage to it; this damage can’t reduce an item to fewer than 1 HP.

If the object or piece of equipment is damaged but not broken, you can repair it at no cost. If it is broken but not destroyed, you must spend 10 UPBs per item level (assume a simple item has an item level of 1) each time you attempt to repair it. A destroyed object or piece of equipment can’t be repaired with the Engineering skill.

You can’t take 20 on an Engineering check to repair an item or object.

The DC for an Engineering check to repair an item is based on the complexity of the object. The following chart provides base DCs by complexity and examples of such items. The GM may adjust these DCs and times to reflect other circumstances.
Item Example Time DC
Simple Door or wall 10 minutes 15
Complex Computer console 30 minutes 20
Equipment Weapon or suit of armor 1 hour 15 + 1-1/2 × item’s level

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