Grafting

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Grafting (current x6 to raise)

1) Transplant Regardless of donor blood type, body type, gender, or similar, the doctor may perform a transplant in a matter of seconds. Organs and limbs must be recently deceased or preserved. Dead brains cannot be transplanted (and thus require field medicine 5 to transplant)

system: spend a willpower, roll dex + medicine, difficulty 6. Success grafts the new organ/limb into the place of the old one.

2) finessed transplant With a donor body handy, the doctor may cure wounds by scrapping the donor body onto the new one.

system: spend a willpower and roll dex + medicine, difficulty 6. Target is healed successes health levels in successes x 2 rounds regardless of damage type.

3) Superplant The doctor may transplant limbs and organs that never existed on the patient's body previously.

System: transplant may now be used to transplant limbs and organs that never were originally present on a human body. Extra arms, redundant organs, etc. may all be transplanted. This may count as augmentation.

4) Memory Mosaic By scrapping bits of knowledge from one brain onto another, the doctor may permanently increase an individual's skills.

System: Requires Memory Mastery at 4. Spend a willpower and roll intelligence + medicine to graft ability or spell knowledge. The receiver must make a conviction roll, difficulty 8 for each dot they receive, and automatically gains one irremovable derangement per donor. The irremovable derangement may be removed by lobotomizing that ability/spell away with memory mastery 4.

5) Construct The doctor may create monstrosities of flesh and bone out of spare parts. He may graft many brains together for a sort of networked intelligence, or create a large flesh golem out of many bodies.

System: Spend a willpower per work day and roll intelligence + crafts. Requires fleshcrafting to raise. Stats etc. up to the GM.