Slod Vondo |
I'm starting as a generally new GM to the Starfinder realm and am having some difficulty understanding how best to game the inhaled poison thing. In the second AP for Dead Suns the party will come across some of this in the jungles of Castrovel and as the entire party has some sort of armor with environmental protections...it seems a bit moot to have this as a potential obstacle in the game.
Wondering how other GM's may have tackled this and looking for some genuine advice. Thanks.
E-div_drone |
Environmental protections last a number of days equal to the tier of the armor being worn. (Core, pgs 196-198) The issue for that module being that the party will be in the jungle for probably over a WEEK, with no opportunity to recharge said protections. As the party will have access to tier 3 armor, 4 at best, there are almost certainly going to be days when said environmental protections are not available due to being used up. To help with this, I'd advise introducing your party to the Thermal Regulator. (Dawn of Flame #2: Soldiers of Brass, pg. 17) It is tier 1 and costs 150 credits. If installed as an armor upgrade, it increases environmental protections by a factor of 4 for purposes of protecting from heat or cold (but not both at the same time). Alternatively, it can be worn as an item on the torso, using one charge (it can take any size battery) per hour of operation for the same protection. Coupled with a Backup Generator (Core, pg 206), that could last your party long enough to get in, and possibly long enough to get back out.