Fleshwarping
Specialization

Rank 1: Faster Fleshwarping

(Passive)
Fleshwarping checks now follow the same time-line as normal fleshcrafting, meaning with a sufficient roll, you could complete a check in a single day. The subject always requires at least a week of bedrest to recover, but otherwise take as long to recover as your check's take.

Rank 2: Easily Fleshwarped

Universal Trait:
When Fleshwarping a creature, they apply your fleshcrafting, as well as their own body+soul to checks for recovering. In addition their body naturally makes them more accepting of implantations and other additions, allowing you to use relevant transmutations or other additions usually reserved for 'new' creatures, or inanimate objects.

Rank 3: Master of Flesh

(Passive)
When Fleshwarping, your starting DC is 18. In addition, the recipient of your fleshwarping can add your soul to their roll for recovering. If you succeed your roll by 10 or more, the recipient doesn't need to make a roll at all. Regardless of their original creature type, you can also re-apply any templates that you have access to, with the normal penalties/bonuses. This does not necessarily double all of the benefits, but it does re-add stats, and provide the normal free traits.

Rank 4: Emergency Warping

(Trait) When threatened with a dire circumstance, the creature has a built in mutation. Whenever the creature takes shock value in damage (1/5 hp), they activate a set of pre-determined traits. You can choose up to 1 trait per your rank of fleshcrafting for them to activate. Each time they take that damage, they choose which of those traits they want to activate, though they can choose not to activate any traits. The trait stays active for one day, and then the creature must make a body+soul check, vs a DC of 10+ the number of traits they have available to choose from. Failure results in them being Nauseated and dazed for 1 week. (-2 to all checks, and only one action per round).