Rifts® & Rifts Mechanoids & Xeno Skills

Medical

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Criminal Sciences & Forensics

As per Rifts® Core Rule Book

Entomological Medicine

This skill provides a fundamental understanding of medicine in relation to Insects. Training includes comprehensive anatomical understanding, chemical and pheromone sprays and their composition and usage, insect physiology, pathology, pharmacology, and clinical and surgical techniques. Base Skill: 50%/40% + 5% per level of experience. Requires: Pathology.

First Aid

As per Rifts® Core Rule Book

Field Surgery

As per Rifts® World Book 11 - Coalition War Machine™ or Rifts® World Book 17 - Warlords of Russia™

Holistic Medicine

As per Rifts® Core Rule Book

Holistic Medicine - Mystic

Training in the recognition, preparation, and applications of natural medicines derived from mystical plants and animals. Training includes the properties of blood, poisons, and other secretions and chemicals. The skill also includes knowledge of where to find the necessary plants or animals, how to extract the necessary components and plant, animal, and herb lore knowledge as it pertains to the healing properties of mystical plants and animals. Base Skill: 20% +5% per level of experience.

Holistic Medicine - Sea

As per Rifts® World Book 7 - Underseas™ except Notes: This skill does not include medicines derived from plants and animals of the Ocean or Land, just those that exist within the continental shelf (i.e. above 150m below sea level) and along the shore line.

Holistic Medicine - Ocean

Training in the recognition, preparation, and applications of natural medicines derived from aquatic plants/seaweed and animals include ink, blood, and poisons and other secretions and chemicals. The skill also includes knowledge of where to find the necessary plants or animals, how to extract the necessary components and plant, animal, and herb lore knowledge as it pertains to the healing properties of deep sea or open ocean plants and animals. Base Skill: 20% +5% per level of experience. Notes: This skill does not include medicines derived from plants and animals of the Sea or Land, just those that exist within the deep ocean (>150m deep or >15 miles at sea)

Paramedic

As per Rifts® Core Rule Book

Medical Doctor *

As per Rifts® Core Rule Book

MD in Cybernetics *

As per Rifts® Core Rule Book except

The MD in Cybernetics can become an MD in Bionics by selecting this skill twice along with Electronic Engineering and Nano-technology. This eliminates all penalties for installing bionics (including M.O.M and Juicer Systems) and adds a 10% bonus to the character's surgery skill.

Only a character with Bioware Mechanics has sufficient skill to design, build, modify, and repair cybernetic/bionic implants.

Pathology

As per Rifts® Core Rule Book

Veterinary Medicine *

This skill provides a fundamental understanding of medicine in relation to common animals and reptiles. Training includes comprehensive anatomical understanding, animal physiology, pathology, pharmacology, and clinical and surgical techniques. A character skilled in veterinary medicine can treat human patients but at a penalty of -20%. Similarly they can treat marine animals and reptiles at the same penalty but are at a -40% penalty when treating alien or exotic animals or Insects. Base Skill: 50%/40% + 5% per level of experience. Requires: Pathology.

Veterinary Medicine - Exotic *

This skill extends the training provided by veterinary medicine to include common exotic and alien animals and reptiles. Base Skill: 50%/40% + 5% per level of experience. Requires: Veterinary Medicine.

Veterinary Medicine - Marine *

This skill extends the training provided by veterinary medicine to include common aquatic animals and reptiles. Base Skill: 50%/40% + 5% per level of experience. Requires: Veterinary Medicine.




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Page Created 20/03/2000 Last Updated 22/06/2002