Requirements: Surgeon skill. Heal 5 Fatal Wounds
You gain +1 Save vs Disease and Poison for every Sawbones Template you possess.
Hell of a Stitch
You don’t need to roll to remove another character’s fatal wound, and when you do, they are brought up to 3 flesh.
Treat The Cause
Whenever you heal a fatal wound, your next attack against the enemy that caused it deals double damage. If it kills them, it neatly severs a body part.
By examining someone, you can tell the effect a condition or ailment is having on their bodily processes, even if you do not know what that condition or ailment is. By examining a corpse, you can discern how it died.
Your knowledge of the human body makes you a dangerous foe. Your critical hit range expands to 17+.
Use a gear bubble to inject an ally with a cocktail of drugs that boosts their Grit or Flesh by 1d6. One turn later, they take 1d6 damage and pass out.
In order to perform a surgery, your target needs to be lying still, and you need three gear bubble’s worth of medical supplies.
You make an INT or DEX test to perform the surgery, your target makes a Save to survive it. If both of you succeed, the surgery works withoout complications. If you fail, deal 1d6 flesh damage to them. If they fail, they start rejecting the surgery, losing 1 max grit until you reverse it. If you both fail, the patient dies.
Both of you get +1 to your rolls for each of the following that is true:
A surgery can be used to restore flesh to full, reattach a recently amputated limb, remove a cosmetic mutation, or otherwise restore a patient’s body.
By taking disadvantage to your ability test, you can attempt to perform a truely weird surgery and even improve the patient’s body. Prociedures like grafting on different, or additional limbs, installing built-in weapons, or even brain transplants are possible, subject to referee approval.