Flesh Crafting
Flesh Crafting
Using Flesh Crafting takes action and a living being. Each action that is spent tending to the flesh crafting gives the kindred one Mutation point (2 if they have Vicissitude in clan), to spend on the mutation chart below or on any merit of shape listed on the Wikia. Starting with more powerful creatures allows one to create truly insanely powerful beings.
Kindred can only purchase Merits of Shapes and a small list of mutations they can do to themselves. The mutations cost the listed amount. Merits of Shape cost half.
Mutated Ghouls must have a sheet and are either guard or investigation retainers.
Anyone can use this Fleshcrafting system but Zantosa do it better
Mutation Chart
Name of Mutation | Cost(mutation points) ! Effect | |
---|---|---|
Increased Damage ( Max 2) | 5 | Adds a lethal to its attack unarmed attack |
Increased steps ( max 5) | 1 | Gains a step |
Bulky ( max 15) | 2/4/8 (cost doubles every 5) | Gains a health level |
Acidic Blood ( Max 1) | 3 | Anything that tastes its blood (even magically) takes 1 ag |
Projectile Acid/Fire ( Max 2) | 4 | May vomit 1 Ag acid at targets in the room. Additional purchases increase the damage |
Armored ( Max 1) | 8 | Reduces any damage by one |
Gills ( Max 1 ) | 1 | Breathe underwater. |
Climbing Claws (Max 1) | 1 | May take their full move vertically |
Increased attribute (Max 10 per attribute) | 2 | Increases their attribute maximum |
Flight | * | Depends on the size of the creature. |
Camouflage | 5 | Allows them to uses Obfuscate one to hide |
Webbed | 1 | Move full speed underwater |
Gaping Maw | 10 | Drink blood like a kindred on a bite attack |
Fecund | 20 | The Creature can mate and spawn |
Personal Mutation
Name of Mutation | Cost(mutation points) | Effect | Cost(XP) |
---|---|---|---|
Increased steps ( max 1) | 6 | Gains a step | 4 |
Bulky (Max 2) | 8 | Gains a health level. | 4 |
Acidic Blood ( Max 1) | 6 | Anything that tastes its blood (even magically) takes 1 ag | 4 |
Armored (Max 1) | 8 | Kindred gains a level of armor that regenerates over the course of an hour. | 4 |
Climbing Claws (Max 1) | 4 | May take their full move vertically up walls. | 4 |
Webbed ( Max 1) | 4 | Move full speed underwater | 4 |
Gaping Maw ( Max 1) | 4 | Drink an additional blood each round | 4 |
Piscine | 4 | Move full movement speed underwater | 4 |
Cosmetic Mutation | 4 | Does nothing | 1 |
Tentacle | 8 | You may make unarmed attacks as if you had the reach tag | 4 |
Flesh+ Bone Weapons.
The Tzimisce can also create weapons using flesh crafting the same way people can with normal crafting. This allows for them to make especially disgusting weapons like exploding rats ( grenades), a polearm made from a spine, or a whip made from the solidified intestine but systematically all of these weapons work just like any other weapon.
The Tzimisce can also install these weapons into themselves or others by spending 2 experiences. They cannot install large size weapons. Installed weapons cause a lethal (Soakable) each time they are deployed. Pushing them back into the body takes 3 steps. They can install metal weapons as well. Wooden weapons tend to cause problems if left inside kindred.