+4 Xenology; identify alien weakness on success; +2 Medicine vs.
The character can read the operating logic of unfamiliar
biosystems and apply that knowledge to the operating table.
The character gains +4 to all Xenology checks. When the
character successfully identifies an alien species with a
Xenology check, they automatically learn one biological
weakness of that species (DM's choice from a short list).
The character gains +2 to Medicine checks made when treating
alien biology.
Rules Reference
Field
Value
Combat Action
Category
skill
Runtime / Classification
passive-conditional
Runtime / Duration
Runtime / Effect Kind
other
Runtime / Magnitude
Runtime / Trigger
on successful Xenology check to identify alien species, automatically
Runtime / Uses
Notes
Special: The weakness is GM-determined and not necessarily combat-applicable (e.g., 'allergic to copper', 'slow reaction to bright light'). Stacks with Shipboard Surgeon for field treatment of alien crew. Does not grant knowledge of psionic species (that is a Fold/Astrogation concern).
Benefit
condition: always
Field
Value
condition
always
modifier
4
target
skill-xenology
condition: on successful Xenology check to identify alien species, automatically learn one biological weakness
Field
Value
condition
on successful Xenology check to identify alien species, automatically learn one biological weakness
modifier
0
target
alien-weakness-id
condition: +2 to Medicine checks when treating alien biology