|by Igor Vitkovskiy|
I've given the Butchers their due. Their rivals now demand the podium.
Level 2: +1 Technique, +1 Form, +1 FD, +1 HD
Level 3: +1 Technique, +1 Form, +1 FD, +1 HD
Level 4: +1 Technique, +1 Form, +1 FD, +1 HD
Hit Die: d4
Starting Equipment: Scalpel, bone saw (d6 damage and reveal an organ of choice), red leather robes, sheaf of skin-parchment with anatomical diagrams, a bone-vial of each Form you know
Skills (d6): 1. Etiquette, 2. Gardening, 3. Lore, 4. Sculpture, 5. Surgery, 6. Undertaking
Fleshcrafting: Combine a Technique you know and a Form you know to perform an action. Absorb Blood. Grow Bone. Speak to Emotion. Their effects are broad and often self-evident. Roll any number of your Flesh Dice (d6s) in the process. In addition to the damage dealt by the Law of Consumption (see below), they burn out on a 6. 1 can be restored by lunch; all can be restored after a daily rest. If you roll doubles, a Mishap occurs. On triples, gain a Doom.
There's some limitations of what you can do with these. Any numerical effect (damage, duration in minutes or hours, bonus, penalty, etc) can't be greater than either (dice) or (sum); which is the limit is up to the GM. I recommend looking at the Mimics & Miscreants spell list for equivalent effects.
All fleshcrafting follows Three Laws. These laws are well-founded, well-tested, and seem inherent to the Art.
The Law of Consumption. Action requires calories. Greater changes, such as those wrought by magic, require more. Your body will devour itself in your quest for power. Whenever you fleshcraft, you take (dice) damage.
The Law of Contact. Fleshcraft requires touch between the crafter and the form. It is an Art of the body, and so the body is central to its workings. The closer the flesh one wants to shape to their point of contact, the easier it is to shape. Forms separated by a membranous barrier like skin, or like the lining of an organ (if you wish to only affect the material inside) roll your Flesh Dice with disadvantage.
The Law of Continuity. Forms remain the form they are. One cannot transmute blood to bone, or acid to eyes, or skin to cancer, (et cetera), through fleshcraft. That is the provence of mundane biology and naught else.
You may violate one law, and suffer a Mishap.
You may violate two laws, and suffer a Doom.
You may violate all three laws, and be consumed by the Art.
18. Speak To
1-2. Decay. Halve a random physical ability score for the rest of the day.
3-4. Mutation. Gain a random negative mutation for the rest of the day. At the end of the day, roll a d6. On a 1, it is permanent.
5-6. Independence. The Form you wanted to manipulate? It decides its had enough of you, and a (dice) HP chunk of it removes itself from you to become an independent being.
First Doom: Lose a Form. This inexplicably does not kill you, but it will do everything else that losing it would. Losing a seemingly negative form still has negative effects - losing Rot would prevent your cells from dying (commensurately, losing Cancer prevents cell growth).
Second Doom: Lose another Form.
Final Doom: Your individuality sloughs off as you merge with all flesh and organic matter around you. You are not "dead" in a technical sense, but you have become part of something so much greater that you cannot continue play as a player character.