Expert Xenologist

+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

FieldValue
Combat Action
Categoryskill
Runtime / Classificationpassive-conditional
Runtime / Duration
Runtime / Effect Kindother
Runtime / Magnitude
Runtime / Triggeron 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

FieldValue
conditionalways
modifier4
targetskill-xenology

condition: on successful Xenology check to identify alien species, automatically learn one biological weakness

FieldValue
conditionon successful Xenology check to identify alien species, automatically learn one biological weakness
modifier0
targetalien-weakness-id

condition: +2 to Medicine checks when treating alien biology

FieldValue
condition+2 to Medicine checks when treating alien biology
modifier2
targetmedicine-alien

Prerequisites

type: skill-rank

FieldValue
valueXenology 6

type: skill-rank

FieldValue
valueMedicine 4

type: ability

FieldValue
valueINT 13

Runtime / Triggers

context: treating-alien

FieldValue
contexttreating-alien
skillIdMedicine

action: learn-canonical-weakness

FieldValue
actionlearn-canonical-weakness
eventsuccessful-species-identification