Galvanist

Crafting Tale
Galvanists blur the line between invention and biology, eager to apply the new sciences and innovations of the era to practice of medicine and the body. For many, this obsession rapidly crosses from the barely acceptable practice it already is, into darker and more disturbing acts of experimentation. Galvanists are willing to attempt manipulations of the body on living subjects, as well as the dead. Their experiments must often be done in secret, as most municipalities have laws against such heinous acts. Many galvanists will claim their experiments are for the greater good - what they discover may help modern medicine even if it must be unpleasant for a time. Others, however, harbor darker desires, seeing galvanism as a means to some frightening end.
Galvanic Lab • Signature Talent • Action
You have a portable galvanic laboratory. It collapses to a small, easily transported wooden case. Once unfolded, it contains a battery, a handcrank for generating a charge, various surgical equipments, as well as wiring, magnets, and other miscellaneous tools and gear. One time, for 200 crowns, as a slow action, you may spend an evening turning your lab into an upgraded lab. Should you lose your lab, you can reconstruct one in an evening for 50 crowns.
Hack Medicine • Tier 1 Talent • Action
Once per encounter, as a slow action, you may select an adjacent character; make a Wits vs Steel check; if successful, that character heals all damage they have taken, if failed, that character takes d6 damage instead. You must have access to your lab to take this action.
Galvanic Animation • Tier 1 Talent • Action
Once per encounter, as a slow action, work with the body of a deceased mortal species character. Spend 1 thread to animate this body into an Amalgam. The amalgam will lasts for 1 day before perishing. During this time, you may give it any command - you must pass a Wits vs Difficulty +3 -mastery check, or the amalgam will not understand the request. If in danger, the amalgam will act on your turn, and you must use your fast action to attempt to command it. You may only have one amalgam at a time. Use the base amalgam attributes (no upgrades). You must have access to your lab to take this action.
Improved Animation • Tier 2 Talent
When you take the Galvanic Animation action, you may select up to 1 + mastery body parts from other mortal species. For each, the amalgam gains the Sum of its Parts talent (which is limited by your mastery, not to 3 as presented in the Bestiary).
Notes: You must unlock Galvanic Animation prior to unlocking this talent.
Galvanic Augmentation • Tier 2 Talent • Action
Once per encounter, as a slow action, work on an adjacent character. Spend 100 crowns and 3 widgets to replace their arm with a galvanic upgrade. The upgrade confers +1 Bravery, at the cost of -1 Steel and -1 Charm. Further, the arm grants all Attack (Unarmed) and Attack (Weapon) with melee weapons an additional +2 damage. The arm is disturbingly unnatural. You must have access to your lab to take this action. You may not perform this action on the same character more than once.
Autopsy • Tier 3 Talent • Action
Once per encounter, as a slow action, spend 100 crowns dissecting a corpse. You permanently gain +1 Bravery, +1 Adventure, and +1 Wits on all actions you take targeting members of that species or bestiary type. You may perform this action more than once on the same species. You may gain this benefit on no more than 1 + mastery total species (you may choose to forget one if desired, to replace it with another). You must have access to your upgraded lab to take this action.
Mastered Animation • Tier 3 Talent
When you take the Galvanic Animation action, you may select entries from the bestiary rather than just mortal species. To do so, you must have access to your upgraded lab.
Tarr’ko • Tarr'ko Talent
You gain an innate tarr’ko card - Balance, the Two as One.
Notes: Innate tarr’ko cards cannot be lost, stolen, or exchanged; they are gibberish to anyone else who looks at them.