| 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. | |||||


 
				         
		            	