Second skin?


Rules Questions


Does second skin stack with other armors it's worn under?


I, Lucifer wrote:
Does second skin stack with other armors it's worn under?

No.

Also, while flavor text suggests it can be worn under another armor, that's a slippery rabbit hole of infinite armor upgrades, people wearing thirty layers of second skins, etc.


The AC bonus never stacks from more than one armor.

The armor upgrades stacking is something there isn't a rule for, you'd want to talk to your GM before assuming anything.


Though, in practice, its almost certainly not an issue, because you have to pay extra for all those layers of second skin. By the time this is no longer a big burden, its probably also no longer a big benefit compared to just picking an armor with a lot of slots.


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Metaphysician wrote:
Though, in practice, its almost certainly not an issue, because you have to pay extra for all those layers of second skin. By the time this is no longer a big burden, its probably also no longer a big benefit compared to just picking an armor with a lot of slots.

NooOOOOOooo. Look at the armors. You pay through the nose for extra armor upgrades. It's also an android racial ability, and an operative trick. Its not something you could pick up for 115 credits with NO opportunity cost.

Dataphiles

The armor bonuses never stack.

As for whether you can wear layers of them..

RAW it is a little squiffy and technically unclear.

RAI most definitely not allowed.

If I were the GM, I hard no that one. I might even add a disapproving look (admittedly, my play group is a bunch of optimizers so there's context).


After we ended the encounter on the drift asteroid (AP 1.1), one of my players stated, that the difficulty with zero-gravity should not happen, because all armor, and so their second skin (which all pregenerated chars wear) have, has the following stats:

Core-Rule, p.196
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

And there is no advice, that there are no boots for second skin. I declined it anyway ;)


Here you go, the full rules for moving in zero g, with a call out to boot clamps. Spoilered for length.

Spoiler:
Moving in Zero-G: A creature that moves in a given direction continues to move in that direction at the same speed at the beginning of its turn each round (without taking any action); it must move the full distance unless it is able to change its motion by latching on to an object or creature, pushing off in a new direction, or creating thrust of some kind (all of which are considered move actions). If a creature runs into a solid object during its movement, it must succeed at a DC 20 Acrobatics or Athletics check to safely stop its movement; failure means that creature gains the off-kilter condition (see page 276). If a creature runs into another creature during its movement, both creatures must each attempt a DC 20 Acrobatics or Athletics check to avoid gaining the off-kilter condition. A creature anchored to a solid object (such as by the boot clamps available with most armor) receives a +4 bonus to this check. An off-kilter creature in a zerogravity environment can steady itself as a move action that requires a surface to grab on to or some method of propulsion; alternatively, that creature can throw a single item weighing at least 4 bulk (for Medium creatures; 2 bulk for Small creatures) to reorient itself and remove the offkilter condition.

If provided with sufficient handholds, a creature with a climb speed can move along a wall at full speed, as can any creature that succeeds at a DC 20 Acrobatics or Athletics check. Creatures that fly via methods that require an atmosphere, such as wings or turbofans, can’t use their fly speeds in a vacuum; once they reenter an atmosphere, they can recover and get their bearings within 1d4 rounds, after which they can fly normally. Magical flight and methods of flight that provide their own thrust, such as maneuvering jets, are not affected. A character in a zero-gravity environment can lift and carry 10 times her normal amount.


Your players were pushing a little far, but in large part they were right. They can't magically ignore all effects of zero-G, but they *should* have been able to stick to surfaces and such, gaining the full bonuses to their various movement skill checks.

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