Xenomedic: Difference between revisions

From FuturePath
Jump to navigation Jump to search
No edit summary
No edit summary
 
Line 3: Line 3:
'''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.