
De Humani Corporis Fabrica
A psychoanalyst in touch with the esoteric. A too dedicated nurse. A budding geneticist or biologist with uncanny vision. A mutant whose cells only want to hug. A mother who can’t bear to lose another one. A child in the backyard with a scalpel and a quiet dog.
You can heal an ally from the Slow condition caused by Critical Damage.
At Level Two, you get Cure Dice (starting at 1d6, +1d per level), and can roll or take the median result to heal stat damage during a delve or mission. You recover these at downtime, one every two days. Describe what cure looks like. A psychoanalyst might heal STR and DEX by convincing or reminding the target of unusual theories about the becoming nature of the body-mind, or readressing their fundamental humors; a nurse might restore CHA with great bedside manners and support, or soft, non-intrusive head trauma.
When improving your stats during level-up, you can state to the GM that, besides studying, you played with yourself. Say what you did according to the improved stat (a small extra eye or experimental stimulant for DEX, a replacement finger or changed metabolism for STR, vocal surgery or induced heterochromia for CHA etc.)
Once every four months, you can do dedicated research in downtime to improve one of your allies (use the Electric Bastionland or Cairn Scar table.)
Notes:
Oddlikes describe that standard Critical Damage reduces the character to crawling. I’m assuming a character that suffers it is Slow for movement purposes; the Reanimator as class exists to safeguard against this resource depletion in the crawl structure, as well as other depletions. This also means that the Reanimator is an easy target and must be protected.
I’m assuming the level-based progression from the original Into the Odd, requiring therefore that the Reanimator takes an assistant or apprentice to keep evolving; I will probably also require monetary investment into a clandestine clinic.