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Fantasy FLESHSCAPE - THE GUTS

ThaDruid

Killer Clown
IN THE WOMB

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A NAME:
All members of the tribe get a name, one way or another.
A NATURE:
One word to describe how your brain-meats function. Get as nasty as you want.
A ROLE:
You do something for the tribe, or you get left behind. What is your role, besides being part of the Council?
A GIFT:
All that are birthed in this hellish world have some sort of gift... You, being a Leader, have two.
Choose from the following list:

Artisan: (You are particulairly adept at crafting/reparing items)
Assassin: (The first attack against a target unaware of your presence is lethal)
Athlethic: (Increase Muscle by 1)
Cold-blooded: (Always suffer -1 Shock)
Comrades in Blood: (When helping an ally, their action will always succeed)
Cunning: (Increase Brain by 1)
Feral: (Can fight unarmed without any penalties)
Finesse: (Can spend Brain instead of Muscles in combat)
Harvester: (Will always harvest double the resources from any source)
Healer: (Allies under your care will heal additonal Injuries and Shock when resting)
Hunter: (Always succeeds at hiding from a predator or tracking a prey)
Inquisitive: (Always ask an additional question when Seeking Knowledge)
Inspiring Leader: (As long as you spend Guts the will of your allies shall be unbreakable)
Lucky: (Things just work out for this one...)
Martyr: (If you choose to deliberately take a hit from an enemy, heal Shock equal to the Injury taken)
Memnophage: (Eat a creature's flesh to gaze at their memories)
Moulder: (You are different from the rest. By spending Guts, you possess the rare ability of shaping the flesh to your will with the power of your mind. Roll 1d6 for Moulder Oddities )
Resolute: (Increase Guts by 1)
Scout: (You suffer no penalties from rough terrain, and always know the direction of North)
Sixth Sense: (You always act before others and cannot be caught by surprise)
Strategist: (At the start of combat, add an advantageous feature to the surrounding terrain. The GM has final say in this)
Unbreakable: (Always suffer -1 Injury)
Vicious: (In combat, your attacks are always more effective)

A BODY:

:INJURY SHOCK:

BRAIN:
MUSCLE:
GUTS:

(Distribute 9 Points between these 3 stats. The minimum in one stat is 2)

A WILL:
What keeps you from putting a bone-shiv through your skull. Why do you keep fighting?
A PACK:
What's your equipment made up of? You may spend 5 points of gear to determine it. Each piece of equipment can be worth from one to three points. Items worth one point do not present any noteworthy qualities. Each point spent on one item represents either a bonus (+1) to one stat whenever the item comes into play or a special quality of that item (Serrations on the blade of a weapon to make whoever is hit by it bleed profusely).
Examples:

Hair Rope [+1 Muscle when climbing] - Worth 1 Point
Silkworm Armor [+1 Muscle in combat / Light] - Worth 2 Points
Rot Beetle Exoskeleton [+2 Muscle in combat, Impenetrable] - Worth 3 Points
 
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IN THE WOMB
A NAME:

GURGLE
A NATURE:
ENLIGHTENED
A ROLE:
FLESHREADER
A GIFT:
MOULDER, MEMNOPHAGE
Hollow: Something's wrong deep into your blood. It's not... Whole. Drinking it doesn't sate one's thirst. Even as it's being pumped through your veins, you never feel quite alive. You are immune to all illnesses. You are also completely sterile.

A BODY
- :INJURY SHOCK: -

BRAIN:3
MUSCLE: 2
GUTS: 4


A WILL:
TO SEE WHAT THE EYES SEE, TO FEEL WHAT THE SKIN FEELS, TO DRINK FROM THE BLOOD AND EAT FROM THE FLESH OF THE WORLD, TO KILL THE FLAME AND TO AWAKEN THE BEAST. OUR THINK FLESH SETS US APART, OUR HARD FLESH SETS US FREE.
A PACK:
A plethora of religious items and colorful fleshbits (+1)
Two Ceremonial Daggers carved out of some huge creature's teeth (+3) +1 Muscle, Funnels blood and gives +1 to Gurgle's Guts when he drinks it
Simple fur-clothes, complete with bag (+1)
 
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A NAME:
Fang
A NATURE:
Savage
A ROLE:
A hunter in times of peace, a warrior in times of war.
A GIFT:

Feral: (Can fight unarmed without any penalties)
Vicious: (In combat, your attacks are always more effective)
Absolute Madman: Cheat death. Just once.

A BODY:
:INJURY SHOCK:

BRAIN:2
MUSCLE:4
GUTS:3


A WILL:
What keeps him fighting? The fighting, of course! The sadism, the vicious combat, the adrenaline, the pain, it all is almost a comfort.
A PACK:
Nothing. Nothing at all. Occasionally he wears clothes.
 
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A NAME:
Hunter
A NATURE:
Hunter
A ROLE:
Hunter
A GIFT:

Assassin: (The first attack against a target unaware of your presence is lethal)
Hunter: (Always succeeds at hiding from a predator or tracking a prey)
A BODY:
:INJURY SHOCK:

BRAIN:4
MUSCLE:3
GUTS:2


A WILL:
The thrill of a chase. The fear of prey. The stench of terrified blood. The release of death. The pleasures of a successful hunt.
A PACK:
Corpse Camouflage - A suit of living flesh and bone that integrates into the wearer's body. Used to blend in with one's surroundings. The user may mould/mesh with fleshy surroundings to become a part of the landscape itself. (+3 Stealth)
Femur Longsword - The bone of a large creature fashioned into a long, slender sword. It has been sharpened to cut into even bone somewhat. (+2 Bleed)
 
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IN THE WOMB
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A NAME:
Lucan "The Mushroom Man" the Vth
A NATURE:
Pyromaniac
A ROLE:
"Scientist" who likes experimenting with elements and shiny things. Especially the blowy-up kind
A GIFT:

Finesse: (Can spend Brain instead of Muscles in combat)
Vicious: (In combat, your attacks are always more effective)

A BODY:
:INJURY SHOCK:

BRAIN: 4
MUSCLE: 2
GUTS:3


A WILL:
Some men want to watch, other want to light the fuse.
A PACK:
Fire Larvae (x5) - (+1)
Leather mask stuffed with herbs [+1 Brain when worn] - (+3)
Homegrown smokable fungus w/ small smoking apparatus [+1 Brain when smoked] - (+1)

(Lemme know if/what I need to change)
 
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IN THE WOMB

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A NAME:
Roht
A NATURE:
Brawn
A ROLE:
Tribe says Roht meat shield, that Roht needs shield tribe from danger. Roht also carries things for tribe. Very hard but Roht happy when tribe praise him, so Roht do it.
A GIFT:
Unbreakable: Always suffer -1 Injury
Lucky: Things just work out for this one...

A BODY:

:INJURY SHOCK:

BRAIN: 1
MUSCLE: 6
GUTS: 2


A WILL:
Roht loves tribe so Roht protect tribe. Roht sad when tribe in danger, so Roht fight danger so tribe happy. Also because Chief said Roht had to.
A PACK:
Rot Beetle Armor [+1 Muscle on combat, Heavy] - 2 points
Thornbug Carapace (Shield) [-1
Injury when attacked, Spiked (+1 Injury to attacker)] - 3 points
 
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A NAME:
Epicure The Eater
Nature:
Lawman
A ROLE:
Epicure is the tribe's executioner, his job is to Kill those who have wronged the tribe
A GIFT:
Cold-Blooded
Athletic


A BODY:
:INJURY SHOCK:

BRAIN: 3
MUSCLE: 5
GUTS: 2


A WILL:
Epicure's desire to protect the tribe while also bringing law and order to the Fleshscape
A PACK:
The Spine (An ax created with the spine of a great predator acting as a handle, +2 Muscles while in combat, extra damage to down opponents) 3- Points
Reinforced Silkworm Armor (Not as protective as other armors, but much more comfortable and allows for more mobility, +1 Muscle in combat/light) 2- Points

 
IN THE WOMB

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A NAME:

Cael

A NATURE:

Judgement

A ROLE:

Both a healer and an executioner. When the wounded goes to her, their life is hers, not theirs.

A GIFT:

Healer: (Allies under your care will heal additonal Injuries and Shock when resting)

Cold-blooded: (Always suffer -1 Shock)



A BODY:

:INJURY SHOCK:


BRAIN:4

MUSCLE:2

GUTS:3



A WILL:

Someone had to make the decision concerning wounded and death. The duty simply came to her.

A PACK:

Healing kit include: Life Ember, Skin Bandage, Bone Slate, Hair Grass, A bundle of Bone nails (Worth 1 point)(Heavy, -1 Muscle if equiped during combat)
Hammer - One side blunt and one side extended an eery sharp end, the handle as long as an arm so she could add force with swinging. (Worth 3 points) (+2 muscle when used, extra one point if able to make a full swing)

Healer Badge - Carved with piece of bone obtained through trephination, wrapped with hair grass dyed yellow with Life ember. Carry the meaning of life and death. Signified skills and most importantly, the authority. (Worth 1 point) (+1 Guts when dealing with wounded)

 
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IN THE WOMB

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A NAME:
Ten Tongues
A NATURE:
Fragmented.
A ROLE:
Chieftain
A GIFT:
Sixth Sense: (You always act before others and cannot be caught by surprise)
Inspiring Leader: (As long as you spend
Guts the will of your allies shall be unbreakable)

A BODY:
:INJURY SHOCK:


BRAIN: 2
MUSCLE: 3
GUTS: 4


A WILL:
None left, for he who has tasted all. He who has lapped at the essence of gods is content with merely being.
A PACK:
The Crown a headpiece of bones that are thorny and flexible. The thorns dig into the wearer's scalp, ensuring that there is only one way of removing the crown and usurping the throne: a beheading. [+1 Guts when Intimidating or rallying the tribe] - [1 Point]
The Cape the stomach of a great beast, somehow still functional even after having been removed. It is draped over the shoulders of the chieftain, and must be fed to appease it. When food of any sort is thrown inside, the stomach will produce an acid that can melt the toughest bones. [When being attacked, take
+1 Injury to inflict +1 Injury (Corrosive) to the attacker] - [2 Points]
The Sceptre a great bone, crooked on two sides and similar to a hook. When this thing hits, it leaves a mark. Always. [+1 Muscle in combat, Fleshrender]
 

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