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Vicissitude & Fleshcrafting - Explained & Expanded

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{{Rules
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==Simple Explanationof Rules As Written==
These rules are based on the rules in the '''V5 Companion''' (pp. 27 - 28), including the [https://twitter.com/jachilli/status/1354004643844648960 change clarification from Justin Achilli].
When Fleshcrafting others similar rules apply, but the target is required to lose the Attributes in order to undergo changes, rather than the user of the power. Like Vicissitude, a subject of Fleshcrafting may only have as many active changes the user's Protean rating.
==Expanded Homebrew Rules==
'''Skill-focused changes:''' Skill-focused changes such as suckers for climbing, or hooves for running, or changing appearance to impersonate someone, should be represented by providing one extra die pool to most rolls involving a specified Skill, but two dice rolls involving a specific Skill Specialty. As these dice bonuses are a result of physical body modification rather than the mystical power of the Blood, this dice-bonus does not benefit from Discipline Power Bonus from Blood Potency, nor the dice-bonus from Resonance, but is cumulative with normal Skill Specialties.
'''Other changes:''' With the agreement of the Storyteller, more profound changes can be made with Vicissitude/Fleshcrafting, such as fleshcrafting an exact body-double, but this should normally be limited to narratively impactful results rather than changes which provide a specific benefit to dice rolls. It is encouraged that most bodily changes which will aid in a test or conflict are handled as a Skill-focused or in the base rules in the Companion.
''Alratan's Comment: This allows Vicissitude to be incredibly flexible (with bonuses to 27 9 Skills plus/multiplied by potentially infinite Specialties), whilst preventing terrible powergaming abuses and the ability to mimic many other powers, particularly focused powers such as Cat's Grace, Soaring Leap and Imposter's Guise + Ghost in the Machine. It might be a bit gamey in that one could plausibly replicate someone's features exactly and that feels like it should be worth more than just a two-dice bonus to impersonate someone, but it is far more balanced. Additionally, this balance can be justified as a result of physically-crafted alteration rather than a mystical one (even if it's backed up by magic to allow it to happen at all), and the fact that mannerisms etc. still need copying. If someone really wants an exact body-duplicate, then they can use Fleshcrafting + The Forgetful Mind + lengthy interrogation and work with the Storyteller on a narratively tackled power use rather than just using it as a one-size-fits-all answer which renders other Discipline powers obsolete. The same is true for other things like perfectly chameleonic skin, stupendously powerful limbs for jumping, and so on. Finally, it gives some much needed guidance to players as to how high they should reach, and to Storytellers to help them adjudicate on the fly. ''
==Variant Rule: Kindred Armor==
''Alratan's Comment: Even with the above changes, Fleshcrafting others is still more thematic/narratively flavourful than it is actively powerful, as rarely will one want to min-max a Retainer to a fine degree and in such a way that it has significant benefits in a conflict, so I would recommend merging Vicissitude and Fleshcrafting. Not only does two powers seem extreme for the relative value of adding Fleshcrafting to Vicissitude, but it also occupies a lot of the Protean tree with Vicissitude-only powers, which seems bloated. If necessary, this could make the merged Vicissitude a Level 3 power rather than Level 2, but even that might not be necessary given that the number of changes is capped by Protean level.''
|author=[mailto[User:alratan@gmail.com Alratan|Alratan]], originally from [https://drive.google.com/file/d/1B7ITa-Zyf_l9mMrgqI5gm6l1hy_Pp9lC/view?usp=sharing Alratan's V5 House Rules]
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