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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.

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!

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Reviews (3)
Discussions (7)
Customer avatar
Bruno P July 06, 2017 5:32 pm UTC
One of my players wants to craft a weapon with the Poisoned quality, how would it work in combat? Would it damage enemies over time (much like a Flame weapon) or would it affect them in different ways?
Customer avatar
Emanuele G July 07, 2017 11:22 am UTC
Well, the whole thing revolves around player and GM agreement, so what the quality does is up to the two of you. Some ideas: the quality might make it so that on a critical hit, the target's Armor is ignored. Or you could rule that it is always ignored (this one would be quite strong, maybe in exchange for some really rare material that must be found to craft it). Damage over time, as you suggested, is also feasible (but requires a bit of bookkeeping).
Hope it helps!
Customer avatar
April 26, 2017 8:42 pm UTC
how can we tell which pdf is the updated one?
Customer avatar
Emanuele G April 29, 2017 1:03 am UTC
There should only be one pdf. I'm gonna check it. In any case, the most recent one is the one where the equipment section specifies that weapons granting ++ or +++ must be wielded with two hands unless having the right property.
Customer avatar
Brandon P March 08, 2017 7:00 pm UTC
I don't know why Hand, Head, Heart, Hobgoblin isn't on the bar of similar products...I want to hack it to use Fleshcape's rules.
Customer avatar
Emanuele G March 10, 2017 9:22 am UTC
I didn't know Hand-Head-Heart: Hobgoblin. It looks interesting.
Customer avatar
Brandon P March 10, 2017 4:21 pm UTC
It has a similar design space, but is basically a D&D-a-like. I would love to see a version that ran closer to your system.
Customer avatar
Emanuele G March 12, 2017 10:43 am UTC
I see. In case you decide to hack it, feel free to use some of Fleshscape's mechanic: the only thing I ask in that case is to mention this product as inspiration within the document :)
Customer avatar
March 01, 2017 5:30 pm UTC
Two questions and I may have more at a later time:

1. Do enemies actually roll dice at all? Or do they just instantly succeed or instantly do the listed force damage?

2. What about statistics for opposing humans? Do they work the same as monsters? Or do they have rules more akin to PC's

Sorry for being late, I recently found this.
Customer avatar
Emanuele G March 01, 2017 8:51 pm UTC
1. No. Only the player characters roll. The GM might still roll to determine uncertain outcomes that are independent from the PCs' actions. In a combat, the monster attacking is a consequence of the PC's failure; the monster does the fixed injury equal to Force, but the PC can roll to resist with their Muscle, thus reducing incoming injury.

2. Humans work exactly as monsters. On average, I'd say a human would have threat 2 or 3, force 3 or 4, health 10, and armor 0. Clearly, humans with better equipment will have higher values.

I hope this was helpful!
Customer avatar
March 01, 2017 11:43 pm UTC
I see!
So when a PC fails to roll equal to or higher than the target's threat, the target hits them with the force damage and they must resist?
Customer avatar
Emanuele G March 02, 2017 12:57 am UTC
Precisely. Or the monster might do other stuff, like pushing them off a cliff, grabbing them, or disengaging to move towards an advantageous position. In general, when the PC fails the opponent "gains the upper hand" in a way determined by the GM. Of course, PCs can roll to resist these negative outcomes. The difficulty is generally equal to the monster's Threat level (unless you are resisting injury, in which case you are rolling against its Force and each success prevents 1 point of injury).
Customer avatar
Axel S February 28, 2017 3:08 pm UTC
This is freaking cool as hell. Really great job !
Customer avatar
Emanuele G February 28, 2017 5:52 pm UTC
Thank you!!!
Customer avatar
Christopher G February 27, 2017 8:31 pm UTC
This reminds me of the creepypasta Dogscape and in the best ways possible! I definitely would like to see more of the Fleshscape world!
Customer avatar
Emanuele G February 28, 2017 12:16 am UTC
Believe it or not, I had never heard of Dogscape until a couple days ago, when I uploaded this product and a guy sent me a link to that creepypasta. It is very much the right feel for this game.

I am not sure whether I'll write more Fleshscape, mainly because I want GMs to go crazy with it and make it their own (that's why there's no map and such). But "always in motion is the future" :D
Customer avatar
Christopher G February 28, 2017 12:39 am UTC
To be honest, there's not much that really needs to be added on; you've pretty much given everything that's needed. You've done a rather excellent job of a minimalist RPG, most that I have seen have been rather unsatisfying for various reasons.

Funnily enough, when I found Fleshscape I was looking for a kind of primitive RPG.
Customer avatar
Emanuele G February 28, 2017 1:56 pm UTC
Thank you; glad I managed to offer a complete game in such a small package :)
I appreciate primitive RPGs too, because there's less detachment between player and character: both of them know very little about the world and are surrounded by mystery. Compare it to games like Legend of Five Rings, where the character is expected to know the ins and outs of a complex society, while the player might be new to the whole setting.
... in the end, it makes immersion easier.
Customer avatar
Ben S February 24, 2017 2:15 am UTC
This might have been the fastest I've ever gone through these motions.

- Oh, this looks interesting.
- [Purchase]

Less than 5 minutes, folks. I'm yet to run it, but just reading it is a treat. I highly recommend picking this up.
Customer avatar
Emanuele G February 24, 2017 10:25 am UTC
Thank you, Ben! I hope it does not disappoint!
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File Last Updated:
June 13, 2017
This title was added to our catalog on February 21, 2017.