TEXT: A roleplaying game by Emanuele Galletto
  
  oSHOCK wwwwwwwwww
  5 or more: - on all rolls; 10 or more: Shattered Mind
   wwwwwwwwww INJURYo
  5 or more: - on all rolls; 10 or more: Death
  earning and spending survival
          When you do one of the following during a session, fill the corresponding box:
      o You were true to your nature.
      o You faced mortal danger.
      o You protected your bond(s).
    When you fill an empty box, gain 1 survival (r). At the end of each session, clear all boxes.
  o You struggled with your bond(s).
  o You slew a mighty creature.
  o You learned something new about the world.
   name                                         nature
   bonds
   BRAIN
  Being clever, perceptive and accurate.
  Use brain to resist ambush and deception.
   MUSCLE
  Physical prowess, resilience and agility.
  Use muscle to resist physical damage.
   GUTS
  Courage, willpower and personality.
  Use guts to resist fear and horror.
  rolls
  Roll d6 equal to trait.
  (Brain / Muscle / Guts)
  For each +, roll one more d6.
  For each -, roll one less d6.
  Always roll at least one d6.
  Never roll more than ten d6.
  If you get help, gain +.
  Each 4, 5, 6 is a success.
  If you get successes equal to 
  difficulty or higher, you do it!
      At any time during the session, spend r to:
    1r Gain + on a roll (once per roll).
    1r Heal 2 injury and 2 shock.
    2r Have final say when discussing your encumbrance with the GM.
  Special: Spend r equal to your total number of gifts to acquire a new gift (once per session).
  r
  notes
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   DISMEMBERMENT If you take injury greater than muscle from a single source, roll for dismemberment (p. 6)
  gifts
  o Artisan: ++ on rolls involving crafting and repair.
  o Assassin: +++ on your first attack against a target 
  unaware of your presence.
  o Athletic: Permanently increase muscle by 1.
  o Cold-blooded: -1 shock suffered (minimum zero).
  o Comradery: When you help another character on 
  a roll, they gain ++ instead of +.
  o Cunning: Permanently increase brain by 1.
  o Feral: When attacking unarmed, you gain + and 
  are considered to be wielding weapons.
  o Finesse: You can roll brain for melee attacks.
  o Glory Seeker: On a critical, heal 1 shock.
  o Harvester: When you collect a resource, spend 1r 
  to gain an extra copy of that resource.
  o Healer: Allies under your care heal +1 injury and 
  +1 shock when resting.
  o Hunter: ++ on rolls involving stealth and tracking.
  o Inquisitive: When you seek knowledge (p. 6), you 
  may ask an extra question to the GM.
  equipment and resources
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  Gear might grant you +, ++, or +++ on rolls, or have 
  special qualities.
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  What do you look like?
  Use the pictures to determine modifiers to 
  your attacks and physical tasks. The GM has 
  final say on this, unless you spend 2r.
  unencumbered: +
  light load: None
  heavy load: -
  overencumbered: --
  o Inspiring Leader: Allies in your presence can use 
  your guts score when rolling to resist fear and horror.
  o Lucky: Gain 1r at the beginning of each session.
  o Martyr: When you choose not to resist physical 
  harm, heal shock equal to your guts.
  o Memory Eater: Eat a creature’s flesh and roll brain
  to see into its memories. Human memories are clearer.
  o Moulder: You can roll guts to mould (p. 7). Roll on 
  the moulding oddities table (p. 7).
  o Resolute: Permanently increase guts by 1.
  o Scout: You suffer no penalties from rough terrain, 
  and always know the direction of the North.
  o Sixth Sense: Characters with this gift always act 
  before everyone else and cannot be caught by surprise.
  o Strategist: At the start of combat, add an advanta-
  geous feature of your choice to the area. The GM has 
  final say on what is acceptable, unless you spend 2r.
  o Unbreakable: -1 injury suffered (minimum zero).
  o Vicious: + on rolls made to kill and injure.
  
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   tribe name
   drive
   enemy
  journal of explored areas
  advances
  Once per session, players as a group may spend r equal to twice 
  the tribe’s total number of advances to acquire a new advance.
  o Alchemists: + on rolls involving brewing, poisons, and venoms.
  o Chroniclers: When a player character discovers something new about 
  the world, they gain 2r instead of 1r (it’s still once per session).
  o Hoarders: + on rolls made to repair (item repairing, p. 6).
  o Prophets: Whenever a player character rests (resting, p. 6), roll a d6. 
  On a 6, that character experiences some sort of vision about the future.
  o Raiders: + on rolls made to injure, kill, use brute force or intimidate. 
  - on rolls made to socially interact with non-tribespeople.
  o Slayers: When a player character slays a mighty beast, they gain 2r 
  instead of 1r (it’s still once per session).
  o Tamers: When the tribe defeats a beast or monster without killing it, 
  or when they cause it to flee, the players as a group may spend r equal 
  to the creature’s threat (see example creatures, p. 7). If they do, the beast 
  or monster is captured and can subsequently be trained by them.
  o Warriors: Members of the tribe are trained for fighting and can 
  always help the player characters during combat.
  population
  Members of the tribe can help you during rolls, if it fits their role.
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  notes
  
    THE ROLL
    INTRODUCTION
  In Fleshscape, only players roll: the GM never does so. Whenever a play-
  er character attempts an action where failure would have meaningful 
  consequences, the player makes a roll:
  t The player chooses which trait (brain, muscle, guts) to roll.
  t The GM determines a difficulty for the roll, ranging from 1 (easy) to 
      6 (inhuman). The GM always tells the difficulty to the player.
  t The player rolls a number of d6 equal to their score in the chosen trait.
      Equipment, gifts, and other sources might grant you extra dice (+) or re-
      duce the number of dice you roll (-). The GM might also give you + or
      - based on advantageous or hindering circumstances.
      + and - cancel each other on a one-on-one basis.
      You always roll at least one d6, and never roll more than ten d6.
      If one or more allies help you, you gain + on the roll.
  t Each result of 4, 5 or 6 on a die counts as a success. If the player rolls 
      a number of successes equal to or greater than the difficulty, their 
      character’s action is successful and things go as they wished. Other-
      wise, the GM describes what went wrong. Player characters have a 
      chance to resist (see resisting, p. 6) a particularly punishing outcome,
      such as one causing injury, shock, or worse.
  t If a character succeeds and two or more of the dice rolled show a 
      result of 6, it is a critical success: the player may add a favorable ele-
      ment or twist to the action.
  THE FLESHLANDS
  Miles-long carcasses fuse with the sinewy soil. Towering hills follow you 
  with their glowing, restless eyes. Cavernous, toothed orifices hide all 
  manners of twisted creatures. A vast, grotesque expanse of bone, skin, 
  cartilage and meat, sometimes interrupted by rivers and lakes of bile, 
  blood, and other noxious humours.
  The Fleshlands.
  Legends tell of an ancient time, when the world was different. Some say 
  that if one were to dig deep enough, underneath all the flesh and bone 
  and sinew, they would find enigmatic remains of what was before.
  But how, and why did things change? No one knows. Some say it was the 
  will of a God; others believe it was the work of the ageless titans known 
  as Dragons. Despite this, it is unclear which one came first: the fleshlands 
  or the dragons themselves. They are without doubt the most powerful 
  beings known, embodying the alien intelligence of the world itself. 
  A world which is very much alive and tends to behave as a creature, 
  driven by unfathomable logic. The fleshscape is always shifting, following 
  the labyrinthine vision of an alien conscience.
  A bizarre, unforgiving ecosystem.
  A land of monsters... and a land of humans.
  THE GAME
  In Fleshscape, you play the role of leading members of a small, primitive 
  nomadic tribe. You journey through the fleshlands seeking knowledge, 
  resources, or simply looking for a relatively safe place to settle in.
  Everything you use, wear, or wield comes from the corpse of another 
  creature: you will need to hunt, kill and scavenge in order to survive.
  The players should actively explore the world through their characters, 
  worry about their survival, and consider how their actions will affect the 
  rest of the tribe.
  The Game Master (GM) should embrace the grotesque, bizarre, and 
  sometimes downright horrific nature of the setting; they should provide 
  snippets of lore and present weird and challenging situations for the 
  player characters to deal with. Filling this twisted fantasy world with op-
  portunities for discovery is your job; it is then up to the players to piece 
  the information together!
  The intent of the game is to be played as a dialogue or conversation, with 
  the GM describing a situation or environment and the player characters 
  actively interacting with it (sometimes through rolls - see on the right). 
  It is a chain of action - reaction.
  What do yo need to play? This document, ten or more six-sided dice (“d6”), pencils, eraser, character and tribe sheets, snacks, and your imagination!
  
    CHARACTER CREATION
  1. NAME Choose a name for your character.
  2. NATURE Write an adjective that represents your character’s 
  usual approach to things. When you do so, think about ways to 
  portray it! Try to find a nature that suits your style of play.
  Example natures: brave, cautious, competitive, impulsive, 
  playful, protective, reckless, wary.
  3. ASSIGN TRAIT SCORES Distribute 9 points among your 
  brain, muscle and guts traits. Each score generated this way 
  cannot be higher than 5 or lower than 2.
  4. GIFTS You gain two gifts of your choice.
  5. EQUIPMENT You start play with five points of gear of your 
  choice (see equipment abstraction). Each item can be worth up 
  to two points.
  Example 1: Spear (+ to attack + reach), two javelins (thrown) 
  and heavy pelts (+ to resist injury).
  Example 2: Bow (+ to attack + ranged), sword (+ to attack) and 
  lizard hide cuirass (++ to resist injury).
  You also have old clothes, a tattered cloak, ten pieces of ammuni-
  tion (if you need it), and a glimmershard (basic resources, p. 6).
  6. SURVIVAL You start play with 1r.
  7. BONDS Write down a bond with at least one other player 
  character, such as “I always listen to _____’s words”, “I owe my 
  life to _____”, or “I don’t trust _____”. You can write new bonds 
  (or erase old bonds) whenever you want during a session, both 
  with player and non-player characters, as long as it fits the story.
    TRIBE CREATION
  Unlike character creation, tribe creation is a shared process.
  1. NAME Choose a name for your tribe.
  2. DRIVE You are the leaders of this community. What do you 
  seek in your journey? Your drive will help the GM present the 
  group with engaging events that resonate with your goals.
  3. ENEMY Something (or someone) is the sworn enemy of your 
  tribe. What is it? Write it down.
  4. POPULATION Each player (including the GM) writes down the 
  name of one non-player character, together with that character’s 
  role in the tribe. These people travel with you, and might help or 
  hinder you depending on your actions.
  You will also encounter new people during your travels: some of 
  them might join your tribe and become part of the population.
  When a player character dies, the player might consider taking 
  the role of one of the other members of the tribe (effectively 
  granting that character the status of tribe leader).
  5. ADVANCE You gain one of the possible advances for the tribe.
  Character names: Adaman, Alvia, Ambrosia, Ammon, Bianca, Brathan, 
  Cae, Cantho, Cressia, Darin, Eyre, Ganira, Glauco, Heles, Jora, Kime, 
  Kuroa, Laio, Lyle, Misha, Nausicaa, Nume, Onoria, Orios, Phoe, Remo, 
  Riak, Sevia, Synder, Thay, Torrke, Tryss, Valea, Xirri, Zode
  Tribe names: Bloodsingers, Crimson Witches, Gray Dreamers, 
  Nighteyes, Pale Seekers, Sunchasers, Yellow Hands, Windbringers
    EQUIPMENT ABSTRACTION
  Equipment is key to survival in the fleshlands, and you will often have to 
  craft your own (see item crafting and item repairing, p. 6). Rather than 
  an impossibly long list of items, Fleshscape features abstract equipment. 
  Every item is worth one to three points. Each point either grants + to 
  rolls where the item is relevant, or represents a special quality of the 
  item. Items without noteworthy qualities are usually worth 1 point.
  There are five categories of items: armors and shields, consumables, 
  tools, weapons and minor items.
  armors and shields These items grant you a bonus when rolling to 
  resist injury (p. 6). You can also break them to cancel the injury.
  Example 1: crawl-hound hide shield (+ to resist injury) - 1 point
  Example 2: silkworm vest (+ to resist injury + light) - 2 points
  Example 3: rot beetle armor (+++ to resist injury) - 3 points
  consumables These are items that are destroyed upon use (drinks, 
  food, bombs and such). They are generally worth 1 point.
  Ammunition is a consumable, with ten pieces of it being worth 1 point.
  tools These items make performing certain tasks easier.
  Example 1: hair rope (+ to climbing) - 1 point
  Example 2: good bonecrafting tools (++ to crafting) - 2 points
  Example 3: leather sack (container) - 1 point
  weapons These are the items you use to attack. Melee weapons 
  granting ++ or +++ to attacks usually require two hands to use (unless 
  they have the light quality).
  Example 1: bone dagger (+ to attacks) - 1 point
  Example 2: throwing axe (+ to attacks, thrown) - 2 points
  Example 3: large serrated spear (++ to attacks, reach) - 3 points
  Example 4 titanic fang cleaver (+++ to attacks) - 3 points
  minor items These are items without noteworthy qualities (a cloak, a 
  table, a comb...). They are generally worth 1 point.
  EXAMPLES OF EQUIPMENT QUALITIES
  These are the most common qualities. When you need to come up with 
  more, discuss it with the GM and other players to find a good balance.
  Brutal - a blow from this weapon might knock the target to the ground.
  Container - this item makes it easier for you to transport other gear.
  Light - this item should not influence your encumbrance.
  Ranged - this weapon allows to attack at great distance, but not in melee.
  Reach - this weapon allows to attack enemies that are several feet away.
  Thrown - this melee weapon can also be thrown at an enemy.
  
    RESISTING
    ADDITIONAL RULES
  FOOD and STARVATION While a tribe travels through an area, its 
  members  are assumed to be gathering food and clearblood for them-
  selves (this includes the player characters). If the area is lacking in those 
  resources, however, finding sustenance might become the focus of the 
  entire session.
  As a general rule, characters that do not eat or drink do not get the bene-
  fits of resting and suffer 3 injury and 3 shock at the end of each day.
  GATHERING RESOURCES You might think that a land made of 
  flesh, bones and organs would be rife with food and resources. Instead, 
  the grotesque matter which forms the environment is rarely edible, and 
  each area has radically different features (acid lakes, mountains of eyes). 
  Meat coming from monster and human bodies is usually safe once 
  cooked, but might cause odd mutations if eaten in its raw state.
  t It is the player’s job to search for resources.
  t It is the GM’s job to give them the chance to do so by creating 
      interesting environments and challenging creatures.
  In general, a single resource represents enough material to serve the 
  needs of characters for a single situation.
  basic resources These are common resources in the fleshlands.
  Bone Branches: Flexible branches coming from skeleton trees.
  Clearblood: A milky white, tasteless liquid flowing from orifices in the 
  fleshlands. This is what people usually drink.
  Fire Larvae: When the body fluids of these large carnivorous maggots 
  are shaken and exposed to air, they burn for about two hours. People use 
  them to produce heat and cook food.
  Glimmershard: Fragment from the carapace of a glimmer beetle. Glows 
  brightly when in contact with blood.
  Hair Grass: Incredibly strong, used to craft ropes and sewing threads.
  Life Amber: A yellowish sap that is sometimes found in the marrow of 
  bone branches. It has healing and analgesic properties when mixed with 
  clearblood and boiled.
  ITEM CRAFTING The creation of an item is a process involving both 
  you and the GM. First, think about the item’s qualities and the kind of 
  benefits it might give you. 
  t Based on this, determine how many points the item is worth. 
  t For each point, consume an appropriate resource decided by the GM.
  t Make a brain roll with difficulty equal to twice the item’s points.
      The GM might give you + or - based on the circumstances.
      Crafting tools and assistance from other characters can help too.
      If you want, you may reduce the difficulty of the roll by giving your item   
      some kind of flaw (cumbersome, fragile, requires resources to use...) or
      by consuming additional resources in the attempt.
  t If you succeed, you get the item! If you fail, you lose all resources.
  Example: Chris wants to craft a spear that uses fire larvae fluids to 
  immolate the target. It is a very unusual weapon; Chris and Laura (GM) 
  opt for three points (+, flame, reach). Laura establishes that the three 
  resources required will be bones, sinew, and fire larvae. Still, the diffi-
  culty of the check is a daunting 6. Laura suggests a possible flaw: each 
  attack with the spear will need to consume a larva in order to set the 
  victim aflame. Chris asks if consuming one more bones resource would 
  help: Laura is okay with that, reducing the difficulty from 6 to 4. 
  ITEM REPAIRING Fixing a broken item is a similar process to 
  crafting it; however, the item’s point value is treated as if it were lower 
  by 1 (to a minimum of 1). Thus, repairing an item normally requires one 
  less resource and the difficulty of the brain roll is reduced by 2.
  RESTING When a character rests (which requires about six hours of 
  sleep), they heal injury equal to their muscle and shock equal to their 
  guts. A character can rest only once per day.
  SEEKING KNOWLEDGE The fleshlands are largely unknown, and 
  your journey will lead to many unsettling discoveries. When you want 
  to investigate someone or something, roll brain. For each success, you 
  may ask the GM a single question about the object of your examination. 
  The GM will answer each of your questions truthfully.
  SHATTERED MIND and DEATH 
  t When your shock reaches 10, your mind breaks.
  t When your injury reaches 10 or one of your traits becomes 0, you die.
  In both cases, you will no longer be able to play the character. You and 
  the GM decide how things happened storywise, but:
  t All your remaining r is passed on to your next character.
  t All other player characters immediately suffer 2 shock and gain 1r 
      due to the traumatic experience.
    DISMEMBERMENT Roll a d6.
  1.
  GRUESOME END. You are brutally killed.
  2.
  Fountain of blood. You die at the end of the scene. Make it count.
  3.
  Ruined spine. Lose 2 points of muscle.
  4.
  Brain trauma. Lose 1 point of brain and 1 point of guts.
  5.
  Maimed arm. Lose 1 point of muscle. Can’t use the arm.
  6.
  Maimed leg. Lose 1 point of muscle. Can’t use the leg.
  Whenever the GM describes something bad happening to your character
  (such as being hit by a beast, ambushed by an enemy, weakened by a 
  poisonous mist or terrified by an otherworldly presence), you can resist 
  that event by rolling the appropriate trait.
  t Brain resists stealth, deception, and being caught by surprise.
  t Muscle resists pain, injury, and physical fatigue.
  t Guts resists fear, horror, and shock.
  Depending on what you are resisting, the roll works in a specific way:
  t If you resist injury or shock, each success reduces them by 1 point.
  t When resisting anything else, the GM determines a difficulty. If you 
      are successful, you avoid the negative effect.
    COMBAT
  Fleshscape doesn’t feature structured combat. When conflict breaks out, 
  the dialogue between players and GM continues as normal. The player 
  characters choose how to act, and based on their rolls they might harm 
  their enemy or suffer retaliation. That’s right: adversaries do not get a 
  “turn” to act; if a player fails a roll, the consequence is that the enemy has 
  a chance to hurt them, maneuver, or otherwise gain the upper hand.
  ambushed If the player characters are caught by surprise, the enemy 
  gets a chance to hurt them before they can act. Player characters may 
  resist the ambush (acting normally if successful) or resist the effects of 
  the enemy’s actions.
  attacking Player characters can make melee attacks (muscle) or 
  ranged attacks (brain). The difficulty is determined by the target’s threat 
  score (see example creatures, p. 7). If you succeed, you deal 1 injury to 
  the target +1 injury for each success you rolled past the difficulty. If the 
  target has armor, injury is reduced by that amount (to a minimum of 0).
  When a creature has taken injury equal to or greater than its health, it is 
  defeated (knocked out or killed, your choice).
  breaking armor and shields When you are about to suffer injury 
  from an attack in combat, you may break your armor or shield instead 
  of rolling muscle to resist (this is useful if the enemy is overwhelmingly 
  strong). If you do, you cancel all incoming injury but the item no longer 
  grants you + to rolls until it is repaired.
  critical hits If a character scores a critical when attacking, they may 
  deal +2 injury or add a narrative effect to the attack (knocking the target 
  to the ground, disarming it, and such).
  
    MOULDING
  CREATURES DESCRIPTION
  t Threat measures how hard it is to deal with the creature; it sets the 
      difficulty for rolls the player characters make against the creature. 
  t Force is the average injury dealt by the creature.
  t Health represents the creature’s well-being.
  t Armor reduces injury dealt to the creature.
  t Instinct represents the creature’s usual behavior and urges.
  t Creatures might also have special abilities.
  CLOUDSPEAR Ever-hungering horrors of the sky.
  Threat 3; Force 4; Health 15; Armor 1.
  Instinct feed on anything, living or corpse.
  Resembling huge manta rays with a long, narwhal-like horn protruding 
  from their front, cloudspears are driven by a ceaseless hunger. A large 
  part of their abdomen processes the food they ingest into a highly flam-
  mable gas, which they eject at high pressures in order to fly. They rarely 
  land, even when sleeping; this compels them to store large quantities of 
  food, becoming bloated and fat. Some cloudspears grow to reach a wing-
  span of about 60 feet. There are rumors about a tribe of men that trains 
  cloudspears and uses them as mounts.
  CRAWLHOUND A 4 meters long centipedal hound. Quite cunning.
  Threat 2; Force 4; Health 10; Armor 1.
  Instinct chase prey, protect nest and eggs, ambush from below.
  Crawlhounds can easily burrow through soft flesh and muscle. They gain 
  +1 threat when fighting, hunting, or sneaking.
  DRAGON FLEA Disgustingly fat flea, the size of a small building.
  Threat 5; Force 6; Health 30; Armor 3.
  Instinct feed on all living things, wander the fleshslands.
  Dragon fleas are a walking disaster. Their bodies house thousands of 
  parasites, and their drool can soften flesh and cause it to fall apart. The 
  overwhelming smell of decomposition surrounding them is such that 
  being nearby one of them causes 5 shock. Interestingly enough, these 
  creatures owe their name to the fact that they often infest true dragons. 
  This should give you a hint of a true dragon’s size and power.
  FALSEBLOOD Amoeba-like ooze, hiding within fluids.
  Threat 4; Force 4; Health 8; Armor 2.
  Instinct hide, ambush prey, consume everything but the bones.
  Falseblood is actually an entire group of unicellular oozes that take on 
  the appearance of fluids (yes, even clearblood). While not moving, they 
  are indistinguishable from the normal liquid.
    EXAMPLE CREATURES
  There are people in this world that share a preternatural, visceral bond 
  with the blood, bone and flesh that comprise both the land and its 
  creatures. These individuals are known as moulders, but some call them 
  witches, shapers, or simply freaks.
  Through sheer force of will, moulders can manipulate organic matter. 
  They might heal wounds, open veins, or shatter bones. It is unknown 
  what determines the limits of a moulder’s potential (if any).
  HOW TO USE IT A character with the gift of moulding can roll guts 
  to use their power to affect the environment. The difficulty of the roll will 
  depend on the magnitude of the effects the player character is aiming for. 
  The GM and the player should discuss this together. In general, a minor 
  effect with a single target entails a difficulty of 2; manipulating an area or 
  enhancing the beneficial or destructive potential of the moulding raises 
  this difficulty.
  Example 1: healing 1 injury from a creature is a difficulty 2 roll.
  Example 2: breaking the horn of a cloudspear is a difficulty 3 roll.
  Example 3: shattering the carapace of a knight angler is a difficulty 4 roll.
  Example 4: crushing the core of a falseblood ooze is a difficulty 5 roll.
  Example 5: stopping the heart of a dragon flea is a difficulty 6 roll.
  Additionally, the first time you try to accomplish a certain effect with 
  your moulding, you suffer - on the roll.
  When a player character fails a moulding roll, the GM might have them 
  suffer shock equal to the difficulty of the roll. Any other consequences 
  for the failure are still perfectly fine, obviously (and can be resisted).
  Several powerful monsters are able to mould as well; the most known 
  (and feared) are the dragons themselves. Unlike player characters, mon-
  sters can usually mould at will, but they tend to be limited in the kind of 
  effects they can produce. As is often the case, only humans and particu-
  larly intelligent creatures are capable of true creative thinking.
    moulding oddities Roll a d6.
  1.
  Snake eyes. Your eyes have vertical slits.
  2.
  Albino. You have white skin and silver hair. Some people call you 
  “clearbrood” or “witchfolk” because of this.
  3.
  Shark teeth. You have multiple rows of pointed teeth.
  4.
  Tailed. You have a long, prehensile tail. Its appearance may vary.
  5.
  Hollow. You are immune to illnesses. You are also sterile.
  6.
  Unnaturally elastic. You are able to partially compress your body, 
  in a manner similar to that of a cat.
  GLIMMER BEETLE Cat-sized firefly with a sturdy carapace.
  Threat 2; Force 3; Health 6; Armor 1.
  Instinct suck blood, lay eggs within victim, feed and protect hive queen.
  Glimmer beetles can fly on six wings, and their bite can slow or paralyze 
  the victim (difficulty 3 to resist). They shed light when full with blood.
  HOOKWORM Snakelike abomination with a hook-filled body.
  Threat 2; Force 3; Health 5; Armor 0.
  Instinct give birth to countless offspring, feed on brains and marrow.
  Hookworms coil around their prey and use their lamprey-like mouth 
  to burrow through its flesh and bone. Removing a hookworm from its 
  victim is a difficulty 3 muscle roll.
  KNIGHT ANGLER An extremely dangerous humanoid crustacean.
  Threat 4; Force 4; Health 10; Armor 2.
  Instinct inscrutable motives.
  Knight anglers resemble towering humans, but are covered in a translu-
  cent exoskeleton. They are immensely strong and fight at distance with 
  the spaded tip of their long, serrated tail. They are highly intelligent, but 
  rarely communicate with humans. Some of them can mould.
  SCREAMING EEL Amphibian terrors from the bile pools.
  Threat 2; Force 4; Health 12; Armor 2.
  Instinct feeding, protecting the nest.
  Eyes white and blind, screaming eels rely on echolocation to hunt their 
  prey. The soundwaves from their calls often cause human ears to bleed. 
  Screaming eels gain +1 threat when moving through a liquid. Their 
  thick, black skin is impervious to acid and corrosion.
  TRUE DRAGON Ageless, godly aberrations of the fleshlands.
  Threat 6; Force 10; Health ???; Armor 5.
  Instinct their alien will is impossible to understand.
  True dragons can barely be considered a species: each one is completely 
  different from the other in both appearance and abilities. They are the 
  closest thing to the alien power that changed the world into its current 
  form. One thing all dragons have in common is the titanic size, their 
  monstrous bodies often spanning several kilometers. Many of them can 
  fly, and the large majority possess moulding powers. While it is incon-
  ceivable for humans to do so, true dragons can be killed. When this hap-
  pens, it is often because of a battle with another dragon. The corpse of a 
  true dragon is rife with resources, but the parasites that infest it can keep 
  even the bravest away; despite this, there has been talk of tribes dwelling 
  within the remains of a true dragon.
  
  ART, LAYOUT and GAME DESIGN Emanuele Galletto          FIND MORE www.drivethrurpg.com/browse/pub/7545/Rooster-Games
  INFLUENCES You should play these:
  t Blades in the Dark (tabletop roleplaying game) by John Harper and Evil Hat Publishing
  t Bloodborne (PlayStation 4) by From Software
  t Dungeon World (tabletop roleplaying game) by Adam Koebel and Sage LaTorra
  t Monster Hunter (various consoles) by Capcom
  t Symbaroum (tabletop roleplaying game) by Järnringen
  INFLUENCES You should watch or read these:
  t Alien (movie) by Ridley Scott
  t Berserk (manga) by Kentarō Miura
  t Claymore (manga) by Norihiro Yagi
  t Hellraiser (movie series) by Clive Barker
  t The Dream-quest of Unknown Kadath (novel) by Howard Phillips Lovecraft
    RANDOM TABLES
  FLESHSCAPE FEATURES and IDEAS Roll two dice.
  d6
  d6
  Feature
  1
  1, 2
  Bottomless orifices. Some are empty, resembling huge fleshy tunnels. Others are filled with gurgling digestive juices. Lair to some kind of beast? Part of a larger being?
  1
  3, 4
  Large toothed cavern resembling a giant mouth. The entrance opens and closes depending on the time of day. Infested with bioluminescent, blood-drinking larvae.
  1
  5, 6
  Slimy, hairy pale stalks emerging from the ground, three to nine meters long. They vibrate at irregular intervals. On top of each stalk is a vaguely humanoid visage. They seem to follow the course of the sun.
  2
  1, 2
  Scattered on the ground are dozens of small statues, carved in bone. They portray horrifyingly grotesque creatures, the likes of which you have never seen. Some are coated in a weird, sticky substance.
  2
  3, 4
  Vast forest, whose trees are actually made of bone (called skeleton trees). The “vegetation” seems to have been infected by some kind of parasite; yellow-brown patches stain the ivory white trees.
  2
  5, 6
  Great valley filled with foul-smelling vapours. At the bottom rests a great lake, its surface greenish and boiling. Getting closer causes lacrimation, coughing, and loss of consciousness.
  3
  1, 2
  Column of flesh emerging from the landscape, similar to a severed limb. Bone and leather structures protrude from it, a clear sign that the area is inhabited.
  3
  3, 4
  Large, steep hill or mound covered in wrinkly skin, dry and rough to the touch. Here and there, man-sized eyes open and close, silently observing anyone who passes by.
  3
  5, 6
  Long tunnel, its interior filled with rows upon rows of serrated teeth. No end in sight. Are the walls closing in?
  4
  1, 2
  High among the bare branches of a titanic skeleton tree, a nest the size of a small village. It seems to be composed of a reddish, semi-transparent substance that solidified around the countless corpses of... preys?
  4
  3, 4
  Oval lumps of bright pink flesh, pulsing rythmically. They seem to be anchored to the ground with small, hooked limbs. When they are not watched, they slowly crawl towards the closest source of heat.
  4
  5, 6
  An extensive network of intestines, scorching hot and crisscrossed by large veins. They seem to be pumping some substance towards the top of a nearby mountain.
  5
  1, 2
  Underground pool overflowing with cold, reddish-purple ichor. Long, sleek shapes can be seen moving beneath the surface. Chunks of flesh and bone form a small mound, emerging from the center of the pool.
  5
  3, 4
  What little remains of another tribe’s camp. There is food and tools lying around; clearly they left in a hurry. Suddenly, a sharp cry from one of the tents. What was that?
  5
  5, 6
  The ground appears to be infested with arm-sized, disgustingly fat maggots. It is rotten, literally collapsing under your feet!
  6
  1, 2
  Dozens of corpses strewn on the ground (1-3 all humans; 4-6 some monstrous). Their back was torn open, sliced vertically with surgical precision. The spinal cord removed or sucked away.
  6
  3, 4
  Vast expanse of mottled, smooth skin stretching in all directions. In the distance, a massive ivory spire pierces the surface and reaches for the sky. The spire is covered in elaborate markings and motifs.
  6
  5, 6
  A large settlement at the top of a hill, its sides filled with thorns and serrated teeth that make for a natural defense. 
  PEOPLE OF THE FLESHLANDS Roll one die.
  d6
  Encounter
  1
  A group of beast hunters, armed to the teeth. They have been chasing a particularly stubborn quarry for days, and would gladly share their techniques with the player characters in exchange for their help.
  2
  Three beautiful, androgynous travelers have been spotted by members of the tribe. They are clad in extremely ornate, shiny carapace armor. Will they approach the tribe?
  3
  A band of Silencers, a warrior cult determined to eradicate moulders from the fleshlands. Fanatical and zealous in their pursuit of the immaculate blood, supposedly able to “cure” moulding. Deadly.
  4
  A small group of individuals accompanied by a large ox-like creature. On its back, dozens of bags and containers hold countless sheets of parchment, written in blood. Will the pilgrims share their knowledge?
  5
  A caravan of joyous men and women of all ages, led by a young and extremely charismatic individual. Their goal? To find and become worthy sacrifice for a true dragon.
  6
  A towering, humanoid stranger cloaked in tattered garments. Wielding a bizarre sword made of an incredibly resilient material (is that steel?!?), the outsider speaks in a weird, convoluted tongue.
  
SOURCE: textdata/thevault/Fleshscape/LANG/IT/Fleshscape.pdf