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Fantasy FLESHSCAPE - THE GUTS

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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 Muscle in combat)
Harvester: (Will always harvest double the resources from any source)
Healer: (Allies under your care will hear additonal Injuries and Shock when resting)
Hunter: (Always succeeds when tracking 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 peer into 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).
 
A Name: Urgesh
Urgesh is a stereotypical barbarian-looking type, with shoulders broader than a boulder and a face carved from bone. However, his demeanor betrays the hardened exterior, as he is quite a gentle giant. His clothing is minimalist, with only a raggedy leather
cloth covering his midsection and worn out sandals strapped to his feet. A single strap of leather going around his
left shoulder seems to be the only thing holding the massive, ornately carved bone club hanging off his back.
He has also crudely adorned his head with the hide of a hideous beast, and takes pride
in the typically disgusted responses to it's horribleness.

Nature: Urgesh is a simple minded cretin, but that doesn't mean he is useless.

Role: He is a brute, bringing down the toughest of warriors and horrors this land has to offer.

Gift(s):
Unbreakable (Urgesh is a beast of a man)

Vicious (Like a rolling ball, once he starts going it doesn't stop.)
Urgesh does not like to talk about his past, but sometimes when he's a bit too tired or inebriated to care he'll divulge a little
snippet of backstory, though they are very few and far between. These are a collection of quotes he has shared with the group on occasion

"I raised by simple tribe. We take no more than we give back. Is simple life. No fight each other. But we not live in peace.
other tribe TAKE food, SMASH home, NEVER leave us alone! We pick up pieces. Replant somewhere else. Is simple life."

"I not come from simple tribe. Long, long ago, tribe say they find little baby Urgesh in empty tribe home, no one else. Urgesh
want to know where he come from, but in world like this that not very simple. Urgesh happy with life as is."

"Urgesh not seen tribe for long time, and Urgesh miss them. They not miss Urgesh though. I... ran from tribe, in fear, while monster
attack. They barely hold monster off but that not good enough for new leader. Tribe banish me into world to take care of Urgesh,
only Urgesh..."

"Not long after I banished from tribe I ran into big monster. He not like Urgesh, but Urgesh not like him either! But he was hungry like Urgesh.
I give him bite of food, he not take bite of me instead. Is simple life."

Will: Urgesh fights forwards to prove to himself that he is more than an idiot exile and a previously dishonorable coward

Body
Injury/Shock
10/10?

Brain: 2
Muscle: 4
Guts: 3

Pack
Bone Club (3 points)
Barbarian Garb (1 point)
Beast Hood (1 point)​
 
A NAME:
Khaoul

A NATURE:
Logical

A ROLE:
Taskmaster - To ensure members of the tribe are working dutifully and effectively, and to reward or punish them appropriately.

A GIFT:
Finesse - (Can spend Brain instead of Muscle in combat)
Sixth Sense - (You always act before others and cannot be caught by surprise)

A BODY:
10:INJURY SHOCK:10

BRAIN: 5 (+2 for combat)
MUSCLE: 2
GUTS: 2 (+1)


A WILL:

The Fleshscape hides more than it lets on from our tribe. We must expand and explore our way back to the old world, even if it means journeying into the deep below.

A PACK:
Hide Leather Wrappings (+2) - Torso and limb coverage by skinning and sewing together the various skins of hunted creatures. It is not particularly tough or resistant to piercing/blunt damage, but it is lightweight. Decorated on it are blood-paintings depicting a secret path to the underworld. Add +1 to guts.
Deep-Piercer (+3) - A spear made from the flesh and bones of the limb of a slain creature. The length of the spear still possesses the original creature's extending bone mechanism, allowing for the shaft to extend an extra 60cm. The bone is unusually dense for such a slender tool and can break other bones easily. It sustains itself by drinking blood. Add +2 to brains only during combat.​
 
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IN THE WOMB
A NAME:

GURGLE
A NATURE:
ENLIGHTENED
A ROLE:
FIRST ASCENDANT - THE BLESSED ONE WHO LEADS THE ACOLYTES AND KEEPS THE OLD TRADITIONS ALIVE
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.

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Gurgle has a lidless, all black eye in the center of his forehead.

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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NAME: Gogmagug.

NATURE: Crafty.

ROLE: Esteemed Firekeeper.

GIFT: Cunning and Inquisitive.

BODY: Frail.

INJURY: 10.
SHOCK: 10.

BRAIN: 6.
MUSCLE: 2.
GUTS: 2. (4)


WILL.

Gogmagug's will is to ensure that there will always be a place of gentle light, warmth, and comfort for his people. Wherever they are in the vast Fleshscape, and by whatever means necessary.

PACK.
2 points: Smoking Scepter, Bone.
|A straightened and partially hollowed out tusk of some sort, intricately carved and filled with a slow burning and very smoky incense-like material. Can be used as a club.| (+1 Guts.)
-Gogmagug created for himself a symbol of office. Not only was it a beautiful tool of war, but a home for sacred embers and sweet smelling smokes.

1 point: Ceremonial Vest, Bone.
|A simple protective vest fashioned from rib bones and sinew.|
-This protective charm was made by Gogmagug not to protect himself, but to better protect the life giving flame that nourished his people.

2 points: Ceremonial Headmask, Bone.
|A frightening headdress. Made from the skull of a strange horned beast and decorated with feathers from unknown creatures.| (+1 Guts.)
-The headdress helped Gogmagug to forget his physical frailties and petty human fears. Hiding them from himself as much as others. Thus allowing Gogmagug to rise up as something more.
 
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IN THE WOMB
A NAME:

Cut
A NATURE:
Tamed
A ROLE:
Executioner - Esteemed Fleshcarver Acolyte
A GIFT:

Athletic - Increase Muscle by 1
Vicious - In combat, your attacks are always more effective


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A BODY
- :INJURY SHOCK: -

BRAIN: 2
MUSCLE: 6
GUTS: 2


A WILL:

To carve, and make this flesh his bitch.
A PACK:
Memento - A doll made from hair that's smells heavily of blood. Carried on a rope around his neck, and when he smells it he always rages. (-1 Brain, +1 Muscle) (+1)
Hook and Blade - Crafted from the spine of a long creature, its skull has been fashioned into a hook with a strong tooth as its edge, and its tail has been fashioned into a long sword-like blade. Usually the tough cartilage and spine is wrapped around Cut, but it can be loosened for ranged attacks and can even be used as a grappling hook. (+2 Muscle)(+3)
Executioner's Paraphernalia - Two meter long heavy blade, crafted from the femur of a carcass once found. Torn leather cloak. (+1)


 
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IN THE WOMB




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
A NAME:
Sinew
A NATURE:
Hungered
A ROLE:
Master Hunter
A GIFT:
Hunter: (Always succeeds when tracking prey)
Lucky: (Things just work out for this one...)
A BODY:
:INJURY SHOCK:

BRAIN: 3
MUSCLE:
3
GUTS:3

A WILL:

Eat & Feed, Feed to Eat? Eat through feed then feed more to eat! Need tribe to eat big! Feed tribe Sinew shall, lead through flesh she will!
A PACK:
Jagged Bone Pipe(2 points): A strong hollow tube forged from a long bone, Sinew often uses said pipe to fire sharpened bone fragments at opponents (+1Brain when attacking from a distance)
Skinner's Blade (3 Points) Sinew's trusty skinning knife doubles as a fine weapon when in combat (+1 Muscle when drawn in a close-quarters altercation, +1 Brain when used for harvesting)​
 
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A NAME:

Stigma

A NATURE:

Frenzied

A ROLE:

Fleshrender - A hunter sent into a frenzy by the scent of blood, who consumes corpses post-hunt

A GIFT:

Memnophage, Feral

A BODY:
:INJURY SHOCK:

BRAIN:
2
MUSCLE:3
GUTS:4

A WILL:

She cannot die. The voices have told her she is not mortal.

A PACK:
Cleaver + 3
With a blade hewn from some sort of broad-flat bone scavenged from the corpse of a great beast, it has a wickedly serrated edge, drawing more of what Stigma thrives from the sight of: Blood.

Wanderer's Garb +2
Stitched together from what usable skins she could find, Stigma wears a flowing cloak and fitted tunic and pants, making her more mobile due to its flexiblity.
 
IN THE WOMB

A NAME:
Lobot

A NATURE:
Creative

A ROLE:
Artificer

A GIFT:

Artisan:(You are particularly adept at crafting/reparing items)
Comrades in Blood: (When helping an ally, their action will always succeed)


A BODY:
:INJURY SHOCK:

BRAIN:5

MUSCLE:2
GUTS:2(+2)


A WILL:
The Fleshscape is bountiful yet formless, our time here must be spent shaping and expanding upon this cursed land so that we may thrive.

A PACK:
Intestinal “Pouch”(1 Point)- A small sack made from the entrails of a large creature, which stretches to hold a decent amount of resources.

Crafter’s Vestige(2 Points)-A fragment of a mosaic held by his following of craftspeople, made from the tribes resource and various bone fragments. Lobot feels a sense of pride when pieces of the mosaic are together (+2 Willpower when near Artisans, Harvesters, or Leaders)

Crafting Supplies(2 Points)-A kit of Oils, Glands, Bones, Sinew, Thread, Blood Vials, Skin, Wax, Beeswax, Fire Larvae, Bone Branches. (Grants a temporary +1 muscle to repaired weapons or armor)
 
A NAME:
Lucan (the Vth)
A NATURE:
Alchemic
A ROLE:
Field researcher. Developing that which can heal or harm, enjoys conducting unorthodox experiments. However a foggy headspace makes for mixed results. The scientific process can sometimes be... messy.
A GIFT:
Finesse: (Can spend Brain instead of Muscles in combat)
Inquisitive: (Always ask an additional question when Seeking Knowledge)

A BODY:
:INJURY SHOCK:

BRAIN: 4
MUSCLE: 2
GUTS:3


A WILL:

"A desire to disillusion reality for a better understanding of it" is just one turn of phrase the dualistic doctor might say with a shrug, as if he doesn't know himself what drives his ambition.
A PACK:
(1) Smoking apparatus carved from a small bone with a sharp edge in the back that can be used for pen
(2) Homegrown fungi [+1 Brain when smoked]
(2) parched leather for note taking [+1 Brain when consulting notes]
 
A NAME:
Ifrit Flameheart

A NATURE:
Stoic

A ROLE:
Cardinal Rekindled

A GIFT:
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. Albino: You have white skin and silver hair. Some people call you “clearbrood” or “witchfolk” because of this.)
Strategist: (At the start of combat, add an advantageous feature to the surrounding terrain. The GM has final say in this)

A BODY:
10:INJURY SHOCK:10

BRAIN: 3 (+1)
MUSCLE: 2
GUTS: 4 (+2)


A WILL:

To kindle the Unkindled and be guided by the flaming eye-god of the skies.

A PACK:
Blastgoggles (+2) - A pair of leather-wrap chitin spectacle goggles that Ifrit had crafted from a slain insect. They improve his vision slightly and protects him from eye-related harm. Add +1 to brains.
Rekindled's Mantle (+3) - A grand tanned leather and fur garb that covers much of the body, outfitted with a protective hood to cover the head. It is outfitted with many depictions of the sun-religion's faith. Add +2 to guts.​
 
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A NAME:
Aze

A NATURE:
Faithful

A ROLE:
NAVIGATOR – The understanding of locations and hunting grounds allows Aze to figure out where she is and where she wants to be in order to eat.

A GIFT:
Finesse: (Can spend Brain instead of Muscle in combat)
Artisan: (You are particularly adept at crafting/repairing items)

A BODY:
10:INJURY SHOCK:10

BRAIN: 5
MUSCLE: 2
GUTS: 2

A WILL:
A want to see everything there is to see and explore in this world and to hunt all of the things.

A PACK:
Bone Astrolabe (2pt Item): +1 to Brains when telling time, figuring out location, and other things of which an astrolabe is capable.
Bone Bow (3pt Item): +2 to Brains
 

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