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Fleshcraft Medic

Healing is not exactly the right work.

Brawn
Mind
Charm
Sense
Swift
Resolve Uses
d2 d8 d4 d6 d4 4
Health
Armor
Size
Speed
Skills
15 0 Medium 20

Medicine 2

Resistances
Statuses
10 Cryo Resistance
Weapons & Tools
Notes

Dagger- Swift, 5 Piercing, Fast, Thrown, Concealable

Wraps- d2, (+1 Evasion)

Lineage Traits

Improvements (3HP): You can give +2 Brawn, Swift, or Sense bio-enhancements to willing creatures, but they lose 4 max HP per enhancement. This process requires tools, and one hour. Without anesthesia, the creature takes 5 stress.

Sketchy Stitchwork (3HP): When you use a healing implement, you can add +3, but you apply a -1 Max HP Injury.

Salvage Is a Mercy (2HP): You can use a Healing Implement to bring someone back from death. Make a MIND check, with a DC 3, +1 for every minute they’ve been dead. On a success, they come back at 1 HP, but they roll three times on the Damage at 0 Health injury table, rerolling 1s.

The Cold of Flesh (6HP): 10 Cryo resistance

Fleshcarver (1HP): When you deal slashing damage and apply an injury, they roll with an additional -1D.

Talents

Medic (10).+1 when Healing using a healing implement.

Reliable Scalpel (20). The Difficulty of Healing Implements you use don’t increase past double their starting value.


 
 

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