Flesh Crafting

From Eden Calling LARP
Revision as of 10:13, 8 September 2023 by Eljones (talk | contribs) (→‎Mutation Chart)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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.