Xenomedic: Difference between revisions
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'''Prerequisites''': Knowledge (Sciences) 4 ranks, Treat Injury 5 ranks, Surgery | '''Prerequisites''': Knowledge (Sciences) 4 ranks, Treat Injury 5 ranks, Surgery | ||
'''Benefits''': You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type. | '''Benefits''': You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type. You cannot critically fail at a surgery on an alien creature. | ||
'''Normal''': Characters without this feat takes two stacked disadvantages on Treat Injury checks (Only one disadvantage if they have the Surgery feat) when performing surgery on creatures of a different type. | '''Normal''': Characters without this feat takes two stacked disadvantages on Treat Injury checks (Only one disadvantage if they have the Surgery feat) when performing surgery on creatures of a different type. | ||
'''Special''': This feat cannot be used to heal or repair nonliving or inorganic creatures such as constructs or undead. | '''Special''': This feat cannot be used to heal or repair nonliving or inorganic creatures such as constructs or undead. |
Latest revision as of 01:15, 29 April 2018
You know how to provide safe medical treatment to alien life forms.
Prerequisites: Knowledge (Sciences) 4 ranks, Treat Injury 5 ranks, Surgery
Benefits: You can, without penalty, use the Treat Injury skill to perform surgery on a living creature regardless of its type. You cannot critically fail at a surgery on an alien creature.
Normal: Characters without this feat takes two stacked disadvantages on Treat Injury checks (Only one disadvantage if they have the Surgery feat) when performing surgery on creatures of a different type.
Special: This feat cannot be used to heal or repair nonliving or inorganic creatures such as constructs or undead.