Meskellian
Stitcher
Unsettling experimental surgeons
Stitcher Competencies
Your character starts with the following competencies:
Violence: Nets
Curiosity: Medicine
Trade: Butchery and weaving
Stitcher Traits
Your character starts with the following traits:
Resilience. Your Reflex increases by 1.
Stitcher Abilities
Your character starts with the following abilities:
TOUGHEN UP
PROCEDURE
Using butcher’s and weaver’s tools, you spend five rounds implanting armor reinforcement under a willing or grappled creature’s skin. A creature can only benefit from one of this procedure at a time. Make a medicine check:
10 or less: the creature takes 1d6+TRD stress that ignores Resilience. Its disposition becomes hostile.
11-15: the creature has 1 Armor vs. the next ten sources of damage.
16-24: the creature has +1 Armor and resistance to bludgeoning, piercing, and slashing vs. the next ten sources of damage.
25: the creature has resistance to bludgeoning, piercing, and slashing vs. the next ten sources of damage, and permanent (unless removed) +1 Armor.
GET BACK IN THERE
PROCEDURE
Using weaving tools and three ounces of common herbs and liquors, you spend two rounds closing the open wounds and bracing the broken bones of a willing or grappled creature. Make a medicine check:
10 or less: the creature takes 1d6+TRD stress that ignores Resilience. Its disposition becomes hostile.
11-15: all bleeding conditions on the creature are halted.
16-24: all bleeding conditions on the creature are halted and 1d4 Grit is restored to the creature.
25+: all bleeding conditions on the creature are halted, 1d4 Grit is restored to the creature, and it is immune to fear effects until the end of its next combat.