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CINDERFALL FIELD MANUAL  ·  DOSSIER 02 / 10

Flesh-mancer

The body is just meat that hasn't been told what it could be yet.

Key Ability
Intelligence
Hit Points
8 + Con / level
Base Class
Alchemist (reskin)
Role
Bio-artificer / Mutator
Pillar
Flesh-mancy

Every settlement has someone who'll do the work the field medic won't. Cut a graft out of a raider's corpse and stitch it under your own skin because it does something the old skin didn't. Bleed a stranger for the parts of them still worth keeping. Flesh-mancers don't build machines and they don't pray — they treat the body, living or dead, willing or not, as raw material with more settings than anyone bothered to try. It works. It's just never, ever clean.

§1New Terms


Vitae
Blood, tissue, and stolen vigor rendered down into usable current. Tracked as a daily pool, refreshed through grim ritual — drawing your own blood, harvesting a corpse, milking a captive.
The Cut
Opening flesh — yours or someone else's — and working Vitae into it to prepare a Graft. Your version of "infuse."
Bloom
What happens when a Cut goes wrong: tissue overgrows, mutates, or rebels outright. Roll on the Bloom Table (§4).
Graft
Your consumable creations — serums, boil-sacs, bile lances, wet ammunition. Replaces the standard alchemical item list.
Bloodline
Your working specialty as a flesh-mancer. Functions as your subclass, chosen at 1st level.

§2Choose Your Bloodline

Chosen at 1st level. Grants a second feature at 7th and a capstone at 15th.


Butcher's

Thrown Ordnance

Boil-sacs, bile lances, blood grenades — the graft leaves your hand and does its work on someone else's body instead.

WET WORK — your thrown Grafts deal bonus damage and splash to adjacent creatures on a hit.

Grafter's

Field Surgery

Patch-grafts, sutures, transplants performed at speed and, when needed, without consent. Keeps a party alive; keeps a captive talking.

QUICK SUTURE — a fast-action healing Graft, usable on willing or unwilling targets as an opener for other tricks.

Skinwalker's

Self-Mutation

You are your own greatest experiment. Temporary monstrous forms, claws that weren't there this morning, a second set of ribs when you need the cover.

THE CHANGE — bonus self-mutation effects with faster onset and a cleaner reversion when it ends.

Plaguewright's

Poison & Disease

Wasting curses, weaponized fevers, a cough that spreads faster than the cure. The bloodline that treats suffering as a tool with a long handle.

PATIENT ZERO — extra poison/disease application options, and growing resistance to your own toxins.

§3The Cut & the Bloom

Each day you Cut a number of Grafts from your Vitae pool. Push a Cut past your training — improvised, rushed, done on the wrong table — and you risk a Bloom.


d8Result
1Weeping Wound — you take persistent bleed damage.
2Overgrowth — a grotesque growth impairs a limb; circumstance penalty to relevant checks until treated.
3Fever Dream — you're stupefied until the end of your next turn.
4Rejection — the Graft fails outright; the Vitae spent is wasted.
5Feral Twitch — your body spasms; you're off-guard until the start of your next turn.
6Blood Hunger — you must Cut again, on yourself or someone nearby, before the scene ends.
7Runaway Mutation — a random minor permanent mutation, for better or worse. GM and player pick it together.
8Total Bloom — GM's call. A Flesh Saint takes notice, or something Hive-adjacent starts.

§4Progression, 1–20


LvClass Features
1Bloodline, The Cut, Vitae Pool, Graft Formulas known, Scavenge Flesh, initial proficiencies
2Skill feat, Flesh-mancer feat
3General feat, skill increase, expert Crafting
4Flesh-mancer feat
5Ability boosts, ancestry feat, Vitae Mastery (larger pool, Mk II Grafts), skill increase
6Flesh-mancer feat
7General feat, skill increase, master Fortitude, Bloodline feature II
8Flesh-mancer feat
9Ancestry feat, skill increase, Bloom Control (reroll one Bloom/day), expert Class DC
10Ability boosts, Flesh-mancer feat
11General feat, skill increase, Greater Cuts (Mk III Grafts), master Crafting
12Flesh-mancer feat
13Ancestry feat, skill increase, master Will
14Flesh-mancer feat
15Ability boosts, skill increase, Bloodline capstone, legendary Crafting
16Flesh-mancer feat
17General feat, skill increase, Grand Cuts (Mk IV, legendary Grafts)
18Flesh-mancer feat
19Skill increase, Flesh Apotheosis
20Ability boosts, Flesh-mancer feat, The Second Skin

§5Feats by Level

A representative loadout, not an exhaustive list. Crimson bar = general access. Rust bar = Bloodline-flavored but open to all.


2nd level
Boil-Lance Toss
A ranged thrown Graft attack, no weapon proficiency required.
Field Suture
Reaction — a quick heal Graft applied the instant an ally drops below half HP.
Reek of Rot
Once per day, a minor debuff aura that sickens nearby enemies.
4th level
Twin Cut
Prepare two Grafts for the Vitae cost of one.
Adaptive Membrane
Cut yourself resistance to one damage type for the rest of the scene.
Bloodletter's Reach
Extend a melee Graft's reach by 5 feet.
6th level
Contagious Cut
A poison or disease Graft spreads to a second nearby target on a critical hit.
Skinshift Reflex
Reaction — shed a layer of flesh to downgrade a critical hit to a normal one.
Vitae Battery
Store extra Vitae above your normal daily cap for later use.
8th level
Grafted Companion
Grow a small symbiotic creature from your own tissue to fight alongside you.
Purge the Bloom
Action — remove a Bloom condition from yourself or an ally.
Chain Cut
Apply a Graft's effect to every creature in a small burst at once.
10th level
Marrow Deep
Permanently graft a minor beneficial mutation onto yourself.
Plague Cloud
Plaguewright-flavored, open to all — an area-denial Graft that lingers.
Second Heart
Once per day, when you'd be out of Vitae, draw an emergency reserve instead.
12th level
Butcher's Discretion
Butcher-flavored, open to all — improved critical specialization on thrown Grafts.
Suture Mastery
Grafter-flavored, open to all — healing Grafts scale further with level.
The Longer Change
Skinwalker-flavored, open to all — self-mutation duration doubles.
14th level
Bloodbound Pact
Link Vitae pools with a willing ally, sharing the resource and its pressure.
Weaponized Bloom
Once per day, deliberately trigger a Bloom result of your choice as an attack.
Undying Tissue
Regenerate a small amount of HP each round while below half.
16th level
Flesh Saint's Ear
You start to hear Bloom-adjacent complications before they happen — a whisper from something larger.
Mass Graft
Apply a Graft to every ally in a burst simultaneously.
Total Recall Cut
Once per day, reuse a Graft you've already spent at no Vitae cost.
18th level
Mother Marrow's Gift
Requires a prior petition to Mother Marrow (§6) — once per day, auto-succeed a Medicine or Graft-crafting check.
Vitae Sovereign
Your Vitae pool has no maximum during combat; it resets to normal afterward.
19th Level Capstone

Flesh Apotheosis

Choose one, permanently: become symbiotic with a fragment of a Flesh Saint, gaining a passive regenerative or adaptive trait — or transcend ordinary fragility, becoming resistant to poison or disease and immune to your own Blooms.

20th Level Capstone

The Second Skin

Once per day, shed your current body for a fully mutated battle-form for one minute: dramatically boosted stats, total immunity to Bloom. When it ends, you're drained 2 until a full rest. For sixty seconds, you're not wearing the meat anymore — you built something better out of it.

§6Flesh Saints

New to Cinderfall: the bio-pillar counterpart to the Machine Spirit Gods — patrons formed when enough desperate flesh-magic, poured into the same wound for long enough, starts answering back.


Mother Marrow
Grafts · Fertility of Flesh · Mutation as Blessing

Born in a mass grave-turned-nursery, where enough desperate mothers and field-healers poured hope and blood-magic into keeping infants alive through the Long Fall that something coalesced and started listening back. She appears, if at all, as a shifting many-armed silhouette wrapped in half-formed newborn faces, none of them finished, none of them screaming.

She grants healers and grafters an uncanny surgical luck — the cut that shouldn't have worked, the transplant that takes on the first try.

UNLOCK — "Petition Mother Marrow" (6th level, requires a successful birth or a life saved against real odds) opens access to Mother Marrow's Gift at 18th level.
The Gaunt Choir
Plague · Wasting · Surrender of the Body

Formed from a quarantine camp's dead — never buried, never quite silent, singing the same fever hymn until the voices stopped being separate. Grants plague-workers a grim resilience and the conviction that suffering, correctly aimed, means something. Favored patron of the Plaguewright Bloodline, though the Choir will deal with anyone willing to get sick for a good enough reason.

Usable setting-wide as a petty-god patron for any class — the Flesh-mancer is simply the one with a feat chain built to use it directly.