{"name":"Fleshcraft Medic","subtitle":"Healing is not exactly the right work.","size":"Medium","speed":"20","resolve":"4","skills":"[p]Medicine 2[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","brawn":"d2","mind":"d8","charm":"d4","sense":"d6","swift":"d4","health":"15","armor":"0","resistances":"10 Cryo Resistance","statuses":"","lineage":"[p][b]Improvements (3HP): [\/b]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.[\/p]\r\n[p][b]Sketchy Stitchwork (3HP): [\/b]When you use a healing implement, you can add +3, but you apply a -1 Max HP Injury.[\/p]\r\n[p][b]Salvage Is a Mercy (2HP): [\/b]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\u2019ve 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.[\/p]\r\n[p][b]The Cold of Flesh (6HP):[\/b] 10 Cryo resistance[\/p]\r\n[p][b]Fleshcarver (1HP): [\/b]When you deal slashing damage and apply an injury, they roll with an additional -1D.[\/p]\r\n[p][\/p]\r\n","talents":"[p][b]Medic (10).[\/b]+1 when Healing using a healing implement.[\/p]\r\n[p][b]Reliable Scalpel (20). [\/b]The Difficulty of Healing Implements you use don\u2019t increase past double their starting value.[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","weapons_and_tools":"[p]Dagger- Swift, 5 Piercing, Fast, Thrown, Concealable[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","notes":"[p][i][b]Wraps-[\/b][\/i] d2, (+1 Evasion)[\/p]\r\n[p][\/p]\r\n[p][\/p]\r\n","image":"","tags":"","templateId":"18131","blockId":"1545981","world":"cb706e50-816c-41d1-8d6f-cf37c9e9b17e","folder":"null","isShared":"on"}