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Horror Rules / Horror Characters / Fleshwarping / Fleshcrafting

Sample Fleshcrafts

Source Horror Adventures pg. 166
Linked below are some examples of fleshcrafts. In addition to the name, slot, and effect, each fleshcraft presents information for both the elixir and the graft versions. Each category of information is explained below.

Temporary Duration: This is the length of time the fleshcraft lasts if the recipient is merely imbibing a fleshcraft elixir for its limited effects. This does not apply to a permanent fleshcraft such as a graft. If the graft has a limited number of uses per day, a creature affected by its corresponding elixir can use the ability the same number of times during the elixir’s duration.

Saving Throw: This is the DC of the Fortitude saving throw the imbiber must succeed at to gain the benefits rather than just the penalties of the fleshcraft when imbibing a fleshcraft elixir. A creature imbibing a corresponding elixir that fails this saving throw by 5 or more also takes 1d6 points of Constitution damage.

Penalty: This is the penalty that a creature takes while benefiting from a fleshcraft graft or elixir, or takes if it fails the saving throw after imbibing a fleshcraft elixir.

Link to all Fleshcrafts