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Vicissitude & Fleshcrafting - Explained & Expanded

1 byte removed, 11:47, 14 February 2021
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'''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==
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