I OSEFK AA kind, compassionate doctor affiliated with the Healing Church in the city of Yharnam. Yharnam became obsessed with blood, its entire society and culture depending on healing infusions and various effects gained from manipulated blood. As the dependence on altered blood rose, so did the number of its citizens transforming into monstrous beasts--but the two events were never rightly connected. The city ignored the possible causes, instead employing Hunters to deal with the beasts. One such Hunt went awry, and Iosefka was forced to lock herself in her clinic while all hell broke loose around her. She did her best to help those that approached the clinic door, offering aid as best she could manage… but something went wrong. She doesn’t remember it all too clearly, but… she knows that she shouldn’t be here. She shouldn’t be alive. The Great Collide has somehow spared her from a horrid fate, and now Iosefka is determined that this second chance to help the world will not go to waste.CHECKSRoll 3d10and take the highest result for checks that involve doing first aid, performing surgery, identifying drugs, or other checks of medical knowledge, checks involving occult or arcane lore, and checks to identify and know about monsters, especially creatures of the night (vampires, werewolves, etc).Roll 2d10 and take the highest result for checks to notice things, checks to be stealthy, and checks of general intelligence.Roll 1d10 for anything else.XPWhen you put yourself at great risk to give someone medical care, gain 1 XP.When you stumble upon some horrifying experiment, condition or creature involving medicine or the arcane that you’ve never seen before, gain 3 XP.When you discover a grotesque and disturbing truth that taints, distorts, or even explains recent events and phenomena, gain 5 XP.YOU BEGIN WITHIosefka’s Clinic: Though you’re perfectly capable out on your own, you do your best work with a proper clinic. With access to a relatively quiet location in a non-hostile area (preferably in a permanent base of operations, aboard a ship, or somewhere else easily and frequently accessable) and a length of uninterrupted time (roughly a day with nothing distracting you), you can set up your Clinic. You bring in supplies, books, and equipment, turning it into a home away from home. While inside your Clinic, you and your allies receive +2 on any checks related to treating, researching, and otherwise dealing with biology, chemistry, anatomy, and general medicine. You can treat any status effect as a main action from inside your Clinic, even those that normally last all day (like System Shockor Silence). With access to your Clinic, a full rest only takes 5 hours, rather than 8. Lastly, you may fully heal yourself or one ally per full rest from within your Clinic.LEVEL UP CHOICESBlue Elixer: A strange liquid anesthetic that numbs the brain, but also dilutes one’s presence. You may drink a Blue Elixer, or prompt an ally in melee range to drink one, as a side action. The imbiber is granted Invisiblestatus for 3 combat rounds, or 30 seconds (if out of combat). After a Blue Elixer is ingested, roll 1d10; on a 1-5, shut this ability down.Bolt Paper: This coarse paper has been granted odd properties through experimentation, and can artificially produce blue sparks. When used to rub down a melee weapon, the instrument becomes electrified itself, using up the paper in the process. As a side action, you can grant electrical properties to a weapon you wield, or the weapon of an ally in melee range; the weapon gains a +2 bonus on attack checks against foes weak to Electricity until the end of the fight.Iosefka’s Blood Vial: Blood of the Healing Church, which you have slowly and carefully refined. You may inject this into yourself or an ally in melee range as a side action. Roll 3d10 and restore the highest result as HP to the injected subject. If you roll a 6 or higher, shut this ability down.Insight: You know things man is not meant to know, and have gone through things beyond the limits of a human experience. You see things, everywhere; things you can’t explain, things you can’t define. You have feelings and instincts you can’t put into words, that pass as quickly as they arrive. You can tell when someone in your presence is concealing their true form, or when someone nearby isInvisible, though you can’t pinpoint who they are or what their true form is. You can detect hidden passages and illusory doors, as well.Kin Blood: You’re not sure what happened… before you arrived here. Something’s wrong with your blood; it has an odd hue and a slight glow to it. Increase your defense checks against magic-based attacks to a 2d10 (take the higher). You are now immune to Poison.Lead Elixer: This thick, syrupy medicine has strange properties, and its recipe only manifests in desperate nightmares. You can drink it, or prompt someone in melee range to drink it, as a side action. The imbiber’s weight is shifted, making them heavier (in a certain sense of the term). The imbiber is granted a +2 bonus on all defense checks until the end of combat (or 1 minute, if out of combat). The affected’s movement per turn is halved for the duration, but they also cannot be forceably moved, launched, stopped, or slowed; their movement simply is what it is, and cannot be altered or restrained until the Elixer’s effects run out. After you use this ability, roll 1d10; on a 1-5, shut it down.Repeating Pistol: A complex wheel-lock firearm used by hunters of the Healing Church, the Repeating Pistol fires two clustered shots simultaneously. The bullets are made of quicksilver, with a tinge of your own blood. Attacks made with your Repeating Pistol gain a +2 on the attack check against creatures that are transformed, invisible, possessed, or otherwise concealing their true form. In addition, if you roll a 10 on an attack check with the Repeating Pistol you may inflict Poison status.Sedative:This liquid medicine was concocted at Byrgenwerth to help stave off madness. You may inject yourself, or an ally in melee range, with Sedative as a side action. Sedative instantly removes Challenge, Charm, Fear, and Rage status. The injected is granted immunity to these status effects until the end of combat (or for 1 minute out of combat), as well as receiving a +2 on defense checks against mental or psychic attacks for the same duration. After using this ability, roll 1d10; on a 1-5, shut it down.