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Unofficial Tokyo Ghoul Tabletop Rulebook, Ver. 1.0.1
Unofficial Tokyo Ghoul Tabletop Rulebook, Ver. 1.0.1
Unofficial Tokyo Ghoul Tabletop Rulebook, Ver. 1.0.1
Introduction
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Game Intro
The world of Tokyo Ghoul is very similar to our own in many ways. For one, the
only difference is the existence of a new “race” of people; Ghouls. Due to their
existence, groups and organizations special Ghoul Investigators (commonly called
“Doves” by ghouls themselves) have formed in order to combat the cannibalistic threat
that emerges from Ghouls.
Ghouls
Ghouls are very similar to human beings in nature. They appear to be the same
at first glance, but once they get hungry, excited, or choose to activate it all on their
own, there’s quite a bit there that’ll help to tell the difference. First, their sclera turn
black, and irises red; the signature Kakugan of a Ghoul. Both eyes normally activate at
the same time, but this is not always the case. One-eyed Ghouls, instead of having two
Kakugan, only have one.
On top of the Kakugan, Ghouls also have access to a powerful Kagune;
these act as a sort of “hunting organ” that manifest from a kakuhou, a small organ used
to keep RC cells, from certain locations along their upper to lower back, depending on
what type of Kagune it is. These are the primary method of attack for Ghouls.
While having differences between Ghouls and humans that are noticeable
like the Kakugan and Kagune, there’s also quite a few differences that are less likely to
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be noticed. Firstly, Ghouls are much more physically capable than normal humans.
Even without the use of their Kagune, Ghouls have been known for tearing people apart
with their bare hands, as well as being able to jump to heights nowhere close to those
attainable by human beings.
A Ghoul’s senses are also significantly sharper than that of a human’s.
Ghouls can fairly easily smell others from quite a distance away, as well as smell a
distinction between Ghouls and humans.
A Ghoul’s skin is far more resistant than that of a normal human’s. When tested
against normal sharpened weapons, those weapons are incredibly likely to break, and
leave a small, quickly-healing scratch on the Ghoul. However, significant amounts of
blunt force trauma, like that of falling off a building, is likely to injure a Ghoul.
Investigators
Quinx
Quinx are unique in the sense that they’re still essentially human, but they’ve
undergone a kakuhou transplant surgery in order to gain a Kagune. They only have one
kakugan, as opposed to a Ghoul’s normal two. While Quinx have a Kagune, they’re
usually allied with the CCG or its equivalent, and possess a Quinque. Quinx embody the
definition of a “jack of all trades”, having a somewhat weaker Kagune and an
occasionally weaker Quinque, in exchange for enhanced versatility.
Stats
This section of the document is going to focus solely on the main mechanics of
playing this game. The combat systems can be somewhat daunting at times, and might
be a bit confusing. Listed below are each relevant stat for your character, and what
those stats are used for.
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Strength (STR)
is primarily used for basic melee attacks. Basic melee attacks include anything
made from hand-to-hand combat, or non-Quinque weapons, like normal swords,
baseball bats, etc. The value of your strength score will directly affect the amount of
damage you do with these attacks in combat.
Strength is a good stat to invest in if you plan on building a melee-focused
fighter of any kind. It’s a strong stat for Investigators, Quinx, and Ghouls that don’t have
a Ukaku Kagune or Quinque.
Accuracy (ACC)
is primarily used for basic ranged attacks. Basic ranged attacks are anything
made with throwing weapons like daggers and knives, or made with firearms of any
kind. The value of your Accuracy score will directly affect the amount of damage you
deal with ranged attacks in combat.
Accuracy is a good stat to invest in if you plan on building a
ranged-focused fighter, like a Ukaku Ghoul, or an Investigator or Quinx that enjoys the
use of a firearm with Q bullets.
RC Level (RCL)
is primarily used for any Kagune or Quinque attack. When making an attack of
these types, the user’s RCL will be added to the damage. The way that this stat works
for Ghouls is different from the way it works for Investigators/Quinx; for Investigators,
this stat has a value based on the user’s Quinque. For Quinx, they actually have two
different numbers for their RCL score; one for their Quinque, and one for their Kagune.
Appropriate scores will be used based on the action taken by the Quinx.
RC Level is a good stat to invest in if you plan on significant usage of
Kagune in combat, or for heavy hitting Quinque. This stat will generally be a primary
combat stat for most Ghouls, as well as Investigators and Quinx looking for weapons
that hit like a truck.
Perception (PER)
is primarily used for landing attacks. This stat’s value will be directly added to
your totals when rolling to land attacks. The higher this stat is, the more likely the user is
to land a successful attack.
Perception is a good stat to invest in if you like to make sure your attacks
land in combat. It’s a useful stat no matter what class is picked during character
creation, and no one class benefits from it more than others.
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Endurance (END)
is primarily used to increase the user’s vitality and stamina pools. This stat
directly affects that of the user’s maximum stamina and vitality. It’s also used when
trying to block attacks in combat.
Endurance is a good stat to invest in if you like to focus on tanking during
a fight. Most Koukaku users will benefit greatly from this stat, allowing them to shield
allies from oncoming attacks.
Speed (SPD)
is primarily used to determine turn order, as well as affecting maximum stamina
pools. This stat directly affects the user’s maximum stamina pool alongside Endurance.
It also helps to determine turn orders; when combat begins, both sides involved add up
their total speed. Whichever side has the highest value goes first. Another use of speed
is attempting to dodge in combat.
Speed is a good stat to invest in if you like to be able to dodge most
attacks that come your way. Most Ukaku users will benefit greatly from this stat, allowing
them to dodge out of the way from attackers who close the distance between them and
the Ukaku user.
Control (CRL)
is primarily used when determining Hunger for Ghouls and Quinx, as well as
Rage for Investigators and Quinx. This stat also directly affects vitality, alongside
Endurance. The rules for Hunger, Rage, and Control uses are listed below.
Control is a good stat to invest in if you’d like to keep your character calm
under pressure and under fire. That being said, though, there’s certainly use to the lack
of this stat, as well…
Certain stats in this system have a number based off of the value of other stats.
These are important values to keep track of, and generally determine how well off a
character is in a fight, or how far behind they are.
Vitality (VIT)
Think of Vitality as your character’s health pool. When that value reaches 0, the
character is pacified, rendered unconscious for the time being, or is killed. The best way
to get around this would be to invest in Blocking, or invest in a larger Vitality pool
through Endurance. VIT is determined by this simple formula: (END + CRL)*3.
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Stamina (STM)
If Vitality is your character’s health pool, then Stamina is how much energy your
character has at any given time. When that value reaches 0, instead of draining
Stamina, using combat maneuvers drains Vitality. The best way around reaching this
point is to not overexert yourself in combat, as well as investing in a higher stamina
pool. Stamina is determined by this simple formula: (END + SPD) * 3.
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Rage
Rage is fairly similar to the Hunger system for Ghouls, but is slightly different, and
more beneficial. While Control becomes a necessary evil for Ghouls due to Hunger, that
doesn’t mean that Investigators don’t need to invest into Control because of the lack of
this mechanic. In its place, they have Rage.
Rage is effectively an adrenaline high. It improves the Investigator’s ability
to fight, but it does have some detrimental effects. Like Ghouls, Investigators do need to
roll CRL in order to determine whether or not they get angry enough in order to benefit
from Rage. Because Rage affects the way that people play their characters, it’s not
necessarily needed to roll for, or the GM can grant bonuses they feel are fit in order to
help circumvent these rolls.
When an Investigator’s Vitality reaches certain thresholds (50%, 25%,
10%), they need to roll CRL against their missing Vitality, much like Ghouls do against
Stamina. If they roll higher than the missing value, nothing happens. If they roll lower,
they immediately suffer the effects of Rage. Firstly, they lose 5 Stamina for entering
Rage, and an additional 2 Stamina every time they take an action that isn’t Taking a
Breather. If they do Take a Breather, Rage immediately ends. As a positive, though,
when an Investigator enters Rage, they gain an additional 10 Stat points to distribute
temporarily, for that Rage only. Once that specific occurance of Rage ends, they lose
those stat points.
As an extra bonus, Investigators can enter Rage at-will. If they do this
willingly, the initial Stamina drain is 0. Everything else functions as normal, though.
Game Terms
Rolling in this system is fairly simple. All of the rolls you make are going to be
with a d20, or 20-sided die. Depending on the kind of roll made, you may get certain
bonuses to add onto the dice you’re rolling, generally equal to the stat you're rolling for.
An STR roll will have you adding on your STR stat directly to the rolls you’re making.
Unless some effect explicitly states you can re-roll a die, then these rolls are always
treated as what they are, and cannot be re-rolled.
Rolling certain numbers can augment the rolls you do make, however.
Rolling a 1 on any roll — known as a “Critical Failure” — automatically has you subtract
10 from the overall total of the roll, to a minimum of 0. Rolling a 20, however — known
as a “Critical Success” — allows you to roll an additional d20 and add it to the total
rolled. This d20 does not receive any modifiers, and is just a straight addition. Rolling a
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1 or a 20 on this additional die doesn’t grant the ability to roll another die, and does not
cause you to subtract from your rolls.
Checks come in multiple different forms. These can be rolls with passive
opposition, or rolls with active opposition. Passive opposition checks are made against
a Target Number. These numbers generally remain stagnant, but may change as certain
changes happen within the game. Active opposition checks, or Contests, are made
against another die roll. The two parties involved will actively roll against each other,
with the higher number usually coming out on top.
Action Economy describes the number of actions that each party gets
during a given turn. At the start of every turn, the player will be given the option to
choose two maneuvers to make during their turn. Every player gets two maneuvers to
use, and only those two. These can be switched at any point during the player’s turn,
but not after the maneuvers have been used. More on Maneuvers in the Combat
section.
Movement is effectively how your character is going to get around in the midst of
combat. By taking the Movement maneuver during your turn, you can move one range
increment in any direction, or possibly more depending on your speed. Range
increments are listed as follows;
Far-Range is there in order to determine what might be out of reach for some
effects. On a standard tile grid, each increment of Melee-Range - or every 5 ft. - is equal
to one tile. As such, standard movement speed of one range increment is equivalent to
15 ft. of movement.
Charisma
The Tokyo Ghoul tabletop system is quite different compared to most other
tabletop systems out there, in the sense that the game has no dedicated “social” stat
like Charisma. In its place, this game runs purely on each player’s ability to play their
character to the best of their abilities and be as convincing as they’d like to be within the
game itself. Everything the players say in-character matter, as there’s no rule or system
in place in order to allow an “easy pass” of sorts when it comes to social situations.
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Ghoul/Investigator Ranks
In Tokyo Ghoul, both Ghouls and Investigators are classified with different ranks,
based on their offensive potential and renown in the world. Each of these ranks are
listed differently, being vastly different when compared. That being said, both Ghouls
and Investigators tend to have “equal points” within these ranks, where both would be
considered equal in strength, or roughly around there.
Ghoul ranks are listed in a letter-based format, starting at C-Rank and
ending at SSS-Rank. C-Rank ghouls are run-of-the-mill ghouls, and not considered to
be that strong. Most ghouls will start as C-Rank, but will likely work their way up as they
become more well-known. B-Rank is right above this, gained as ghouls continue to gain
more renown and are seen more often than a simple one-off attack. A-Rank ghouls are
considered to be fairly strong, being on par with some Senior Investigators, and can be
seen somewhat often. S-Rank ghouls are some of the strongest ghouls out there, and
are generally the stopping-point of sorts for most. These ghouls are still unlikely to have
a Kakuja, but it’s not unheard of. SS-Rank ghouls are extremely dangerous, high priority
targets, not unlike S-Rank ghouls, but are considered even more dangerous, and even
more well known. Most ghouls of this rank are fairly likely to have developed some sort
of Kakuja. SSS-Rank is the highest point a ghoul can reach, and only a handful have
ever hit this point. Ghouls of this rank are practically guaranteed to have mastered a
Kakuja.
Weapons
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Kagune
Kagune Building
Building a Kagune is rather simple. Firstly, decide on what type of Kagune you’d
like to have:
Ukaku
The Kagune of a Ukaku Ghoul rests on the upper back, right above the
shoulder blades. They usually shape into something akin to that of wings, and those
with this type of Kagune focus on fast-hitting attacks from long range. As such, they’re
much more likely to tire in combat before other combatants.
Koukaku
The Kagune of a Koukaku Ghoul rests right below the shoulder blades.
They usually shape into armors or shields, or for offense, swords, hammers, or other
heavy weapons of the like. Ghouls with a Koukaku focus on heavy hitting attacks that
are generally slower than that of an average Ghoul’s. Their speed is significantly lower
than that of the other three types of Ghouls, but they’re far sturdier than the others in
return.
Rinkaku
The Kagune of a Rinkaku Ghoul rests around the back of the waist. These
Kagune usually manifest into a sort of tendril or tentacle, ranging in number from two to
eight. Ghouls with a Rinkaku generally tend to brute-force most fights, being able to
“fuse” their Kagune together into larger rinkaku tendrils. That being said, though, their
RC cells flow like that of water, making it fairly easy to cut them off and leave them
defenseless for a short while.
Bikaku
The Kagune of a Bikaku Ghoul rests right on the tailbone. These Kagune
usually manifest as a sort of tail. They’re easily the most balanced type of Kagune,
specializing in mid-range attacks and having no defining strengths or weaknesses. That
being said, though, it wouldn’t be hard for a Ukaku to overwhelm them from long-range
pressure.
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A Ghoul’s Kagune can be manifested at-will for no cost. Most Kagune are
unique, but there are a subspecies of Ghouls that inherit one or both of their Kagune
from their parents. Ghouls that inherit both of these Kagune are known as Chimera, and
only gain one set of benefits and weaknesses from one of their Kagune; not both.
Each of the four types of Kagune are strong at certain things when compared to
each other. Ukaku can easily overpower Bikaku because of its range, Bikaku could
overpower Rinkaku due to its more balanced form, Rinkaku could overpower Koukaku
by breaking through their defenses with relative ease, and Koukaku could overpower
Ukaku by waiting until its energy depletes with the defensive nature of the Koukaku.
Because of these strengths and weaknesses, Ghouls gain a +3 bonus to all rolls
made against a target with a Kagune that’s weak to the user’s Kagune.
Each Kagune has a functional range, which allows them to strike from certain
areas, and ensures that each Kagune is different mechanically. Those range limits are
listed below:
Almost every Ghoul has their own unique Kagune. In this system, that fact is no
different. The way we handle Kagune customization is through a selection of various
features known as “Edges”. Ghoul characters are able to select up to three Edges at
character creation, while Quinx characters are able to select a single edge. Both Ghouls
and Quinx gain access to the “Ghoul Regeneration” Edge, without this taking up a slot
for their Edges. These Edges benefit both the Kagune, and sometimes the character
whom the Kagune belongs to. Edges that affect a Kagune also affect a Ukaku’s
projectile attacks, unless otherwise stated.
Aside from Edges, each Kagune type also gives Ghouls and Quinx alike certain
benefits and/or weaknesses during character creation. These bonuses/drawbacks are
weak intentionally; while it’s possible for a Koukaku Ghoul to be incredibly fast, it’s going
to take more time and effort to reach those points than a naturally-quick Ukaku Ghoul.
Those benefits are listed below:
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Kagune Evolution
Over the course of a campaign, and as they gain more RC Cells through
combat, a Ghoul’s Kagune may evolve over time, granting them access to numerous
benefits. They can choose to allocate their RCL stat into these benefits, lowering their
Kagune’s RCL, but gaining bonuses. These bonuses are listed below.
● For 10 RCL, any Edge that a Ghoul has for their Kagune can be interchanged
with a different Edge. This cannot be an Edge that the original Edge would have
been incompatible with (ex. Inner Peace cannot be exchanged for Rampant, but
it can be exchanged for Preemptive), nor can it be for an Edge that cannot be
taken after character creation (those Edges are High-Speed Regeneration and
Chimera).
● For 2 RCL per point, a Ghoul may increase one of their non-RCL stats by 1 point.
● For a cost of 40 RCL, and if a Ghoul has the Cannibalistic Edge, a Ghoul may
gain the Chimera Edge, granted they have an open spot for said Edge. If not,
they may change one of their current Edges to the Chimera Edge.
Kagune Edges
● Ghoul Regeneration: If the user was hit by an attack that wasn’t from a Kagune
or Quinque last round, they can heal an amount of Vitality equal to their END stat
at that turn. If the attack was from a Kagune or Quinque, they cannot heal that
wound.
● Prehensile: All but Ukaku. The user can use their Kagune in order to pick up
people or things, grab onto ledges, propel themselves forward, etc. If the user
has access to the “Grab” maneuver, that maneuver’s range is now equal to the
range of their Kagune.
● Massive: The user’s Kagune is massive in size, extending their effective range
by one increment. Ukaku Ghouls that take this Edge have their projectiles extend
to an infinite range.
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● Sharpened: The user’s Kagune is adept at slashing or piercing, allowing them to
apply [Bleeding] to a target on a successful hit with their Kagune. [Bleeding]:
Deals 1 Vitality worth of damage to an afflicted target at the beginning of their
turn. This debuff stacks indefinitely. Ghoul Regeneration can remove one stack at
the beginning of the user’s turn, before the damage is dealt. Ghouls with
High-Speed Regeneration can instead remove two stacks per turn. Incompatible
with Blunt.
● Blunt: The user’s Kagune is adept at smashing, causing their Kagune attacks to
deal an additional amount of Vitality damage equal to half of their END stat,
rounded down. Incompatible with Sharpened.
● Inner Peace: The user becomes one with their inner needs, or simply has a
neigh-unlimited supply of food, allowing them to automatically pass any CRL
rolls. Ghouls with this Edge cannot become Kakuja. Incompatible with Rampant
and Chimera.
● Rampant: The user is always without self-control. All CRL rolls automatically fail.
The user no longer suffers damage from Hunger, and instead gains +10
temporary stat points to distribute how they please during that particular time
while hungry. Once that Hunger ends, they lose these stat points. Ghouls with
this Edge cannot master Kakuja, but can obtain the benefits from both
unmastered half, and unmastered full Kakuja. Instead of needing to master
half-Kakuja to obtain full-Kakuja, a Ghoul simply needs to meet the RCL
requirements. Incompatible with Inner Peace.
● Grappler: The user is trained or self-taught with grabs, granting them access to
the “Grab” and “Throw” combat maneuvers.
● Preemptive: All but Koukaku. The user is quicker than average on their feet or
through the use of their Kagune, granting a +3 bonus to all dodge rolls made.
Incompatible with Hardy.
● Hardy: All but Ukaku. The user can take a hit better than most. +3 bonus to all
block rolls made. Incompatible with Preemptive.
● Quick Strikes: The user is adept at making multiple attacks at once. All-Out
Offensive’s Stamina cost is multiplied by 3, instead of 5, and attacks made from
this maneuver can now gain a bonus to damage equal to the user’s SPD.
Incompatible with Heavy Strikes.
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● Breathing Exercises: All but Rinkaku. The user is able to do more for less
energy. Take a Breather now restores an amount of Stamina equal to the user’s
END times 2.
● Chimera: Ghouls only. The user is a Ghoul that inherited both of their parents’
Kagune, giving them access to two different Kagune to utilize in combat. This
Ghoul gains an additional 3 Edges. Two of these Edges must be utilized for the
Ghoul’s secondary Kagune, while the last one is used for the main Kagune. This
Ghoul’s CRL stat cannot be higher than 15 at any given time. This Ghoul can
become a Kakuja, but its bonuses are done differently. Instead of a +20 (or +10
for RCL) bonus to one specific stat, the Chimera Kakuja gains +10 (or +5 for
RCL) in two stats, with one stat for each of their Kagune (A Ukaku - Bikaku
Chimera could grab a +10 in SPD and +10 in STR, but not a +10 in SPD and a
+10 in ACC). A Full-Kakuja increases these +10 (or +5 for RCL) bonuses to +20
(or +10 for RCL) instead. This Edge must be selected at character creation, or
through the Kagune Evolution feature for Ghouls. Incompatible with Inner Peace.
● Dynamic Edge: This Edge is left entirely up to the creation of the player. Discuss
with your GM what you would like for this Edge, and find something that you both
like. This Edge can be taken multiple times.
Kakuja
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drops to 0, instead of losing consciousness, follow the rules for losing control below.
Outside of combat, there is no stamina cost. Once a Kakuja is mastered, there is no
longer a Stamina cost to stay in control during combat.
Once manifested, a Half-Kakuja gains up to 20 temporary points to put into one
stat of their choice out of two, depending on what type of Kakuja they have. Once this
stat is chosen, it’s used every time the Kakuja is manifested and cannot be changed.
Additionally, for every stage of Kakuja a ghoul unlocks, both unmastered and mastered,
they gain an additional Edge active for their Kakuja only; their normal Kagune does not
gain these benefits.
When each stage of Kakuja is mastered, the user gains access to a Dynamic
Edge, which they need to create with their GM. This Edge can be anything they’d like,
as long as the GM feels it’s balanced enough to adapt in-game. There is only one
requirement that needs to be met in order for this Edge to be created; it cannot be
focused around Ghoul-only mechanics. These include topics like Hunger, Regeneration,
or Kakuja, just to name a few.
For a Full Kakuja, these bonuses are increased to +40 (+20 for RCL)
instead, and the Stamina drain for a non-mastered Full Kakuja is the user’s RCL times
2. Once mastered, this stamina drain is reduced to half of the user’s RCL at the end of
their turn while active.
In order to master a Kakuja, 10 consecutive CRL rolls need to be passed
in combat, or 20 consecutive rolls outside of combat. One of these rolls will be made at
the end of each turn in combat, should the Ghoul in question be in combat. The target
number for all of these rolls is equal to the user’s RCL stat. At any point upon
manifesting their Kakuja, a Ghoul can decide to begin making these rolls. CRL rolls from
Hunger also apply to these 10 consecutive rolls required. Once these rolls are passed,
the user has then mastered their Kakuja, no longer requiring a CRL roll at the end of
every turn. If one of these necessary CRL rolls are failed, the Kakuja loses control.
A Kakuja that has lost control is temporarily placed under the control of the
GM. This Kakuja begins to attack whatever is closest to it for each of its turns, until it’s
completely depleted of Stamina or Vitality. When they’re unconscious, their Kakuja
withdraws, and when they regain consciousness they’ll wake up in a normal state, and
the player will once again have control of their character.
Quinque
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tucked away somewhere out of sight. An Investigator can have no more than two
Quinque on their person at a time, but an indefinite number in storage. Quinque in
storage can be changed out while in a safe area.
Similarly to that of Kagune, Quinque also have certain RC types that they
tend to follow, and certain rules those types tend to follow when made into a Quinque.
These rules are as follows:
● Ukaku Quinque usually tend to take shape as some sort of ranged weapon, or a
melee weapon that relies more on speed than force, like a rapier. They attack at
Close-range with melee strikes, and can make Long-range ranged attacks.
● Koukaku Quinque are the hard-hitting weapons. Think anything akin to that of a
warhammer, greatsword, or anything that’s generally slow, but can easily hit like
a truck. They attack at Close-range with melee strikes.
● Rinkaku Quinque are generally “specialty” weapons. What this means, is that
they generally take the shape of weapons you wouldn’t commonly see, like
scythes, whips, and daggers. They attack at Mid-range with melee strikes.
● Bikaku Quinque are effectively the “everything else” category. They’re generally
the more balanced out weapons, like those of longswords, spears, axes, and
most mass-produced Quinque. They attack at Mid-range with melee strikes.
While these rules are in place, that isn’t to say that a scythe Quinque can’t
be a Ukaku weapon. These are merely guidelines that the series follows when Quinque
are shown, and these rules are even broken at times. (Take Amatsu, for example. While
it seems like it’d be a Rinkaku/Ukaku, due to having a whip and a fast-swinging blade,
it’s actually a Bikaku/Koukaku!)
Just like how certain Kagune types are effective against others, Quinque
are no different. When there’s a “type advantage” against a Ghoul’s Kagune, the
Investigator using the advantageous Quinque gains a +2 bonus to all rolls against the
Ghoul being targeted. The reason this bonus is smaller than a Ghoul’s, however, is
because Quinque are weapons that are meant to take the lives of Ghouls. When
an Investigator is up against a Ghoul at all, they gain a +3 bonus to all rolls
against the Ghoul. The way to remove this would be to go against an Investigator that
has a Quinque of a type your Kagune would be strong against. In that scenario, both
sides would get a +3 bonus to rolls, effectively cancelling each other out.
During the series, we’ve seen numerous times where different Quinque have
been damaged, or even destroyed. This is a fact that is displayed in this tabletop
system by a derived stat unique to Quinque, known as RC Bonds. RC Bonds are
effectively a weapon’s health. As this number goes down, a weapon becomes closer
and closer to breaking. A weapon’s initial RC Bond stat is equal to its RCL. When an
Investigator is hit by an attack and they choose to Block, they have the option to
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position their Quinque in between themselves and the attack to try and reduce the
damage taken from the attack. If they decide to do this, they automatically succeed on
their Block roll, and the RC Bond of their weapon is reduced by an amount equal to the
damage of the attack. The Investigator then only takes half of the Vitality damage that
the attack would have normally dealt. One a Quinque’s RC Bond reaches 0, the
Quinque is destroyed, and needs to be repaired over the course of a week in order to
be used again.
Quinque Edges
Much like Kagune, Quinque are also built using Edges. These also help to allow
Investigators to build weapons they feel comfortable with, and help to build weapons
they’d be interested in using. Investigators also gain 3 Edges to choose from when
creating their first Quinque, while Quinx gain 2 Edges to choose from. These Edges
mostly carry over from those of the Kagune Edges, with a few extras as well. Those
Edges are listed below:
● High-Speed Regeneration: Rinkaku only. Quinque with this edge don’t need to
worry about breaking. If a Quinque were to be damaged in any way, it
automatically begins repairing itself at a rate of the user’s END stat at the end of
every turn. After two turns of being completely damaged, the Quinque will be fully
repaired. As a result, a Quinque’s RC Bonds is equal to only half of the
Quinque’s RCL, instead of the full stat, rounded down.
● Sidearm: In exchange for an Edge, the user gains access to a sidearm that
closely resembles a handgun of their choice. These guns use Q bullets,
specialized bullets designed to pierce a Ghoul’s skin. This gun counts as a
ranged Quinque for the purpose of attack rolls and bonuses. Q bullets come in 4
variants; Ukaku, Koukaku, Rinkaku, and Bikaku, much like a normal Quinque. As
an action during your turn, or as a Readied action, you can reload this sidearm to
change the ammunition type. Ammunition for these guns is equal to the RCL of
the Quinque associated with it, which resets back to full count after a fight. These
guns only use ACC for damage, due to not having an RCL stat.
● Prehensile: All but Ukaku. The user can use their Quinque in order to pick up
people or things, grab onto ledges, propel themselves forward, etc. If the user
has access to the “Grab” maneuver, that maneuver now has a range equal to the
range of the Quinque with this Edge.
● Massive: The user’s Quinque is massive in size, extending their effective range
by one increment. Ukaku Quinque that have this Edge have their projectiles
extend to an infinite range.
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● Sharpened: The user’s Quinque is adept at slashing or piercing, allowing them
to apply [Bleeding] to a target on a successful hit with their Quinque. [Bleeding]:
Deals 1 Vitality worth of damage to an afflicted target at the beginning of their
turn. This debuff stacks indefinitely. Ghoul Regeneration can remove one stack at
the beginning of the user’s turn, before the damage is dealt. Ghouls with
High-Speed Regeneration can instead remove two stacks per turn. Incompatible
with Blunt.
● Blunt: The user’s Quinque is adept at smashing, causing their Quinque attacks
to deal an additional amount of Vitality damage equal to half of their END stat,
rounded down. Incompatible with Sharpened.
● Inner Peace: The user has been trained or self-taught to not let their emotions
best them in combat. As such, CRL rolls no longer need to be made for Rage.
The user cannot enter Rage, even if they wanted to willingly. Incompatible with
Rampant.
● Rampant: The user relies on their emotions in combat, using them in order to try
to get a leg up over their foes. CRL rolls made for Rage automatically fail and
trigger Rage. When Rage is active, though, there is no initial Stamina cost in
order to maintain Rage, and the Stamina cost per turn for Rage is reduced by 1
every turn. Incompatible with Inner Peace.
● Grappler: The user is trained or self-taught with grabs, granting them access to
the “Grab” and “Throw” combat maneuvers.
● Preemptive: All but Koukaku. The user is quicker than average on their feet or
through the use of their Quinque, granting a +3 bonus to all dodge rolls made.
Incompatible with Hardy.
● Hardy: All but Ukaku. The user can take a hit better than most, or has a Quinque
that allows them to effectively block strikes. +3 bonus to all block rolls made.
Incompatible with Preemptive.
● Quick Strikes: The user is adept at making multiple attacks at once. All-Out
Offensive’s Stamina cost is multiplied by 3, instead of 5, and attacks made from
this maneuver can now gain a bonus to damage equal to the user’s SPD.
Incompatible with Heavy Strikes.
● Lightweight: All but Koukaku. The user’s Quinque is incredibly light, allowing for
attacks that focus on blinding speed rather than raw strength. In place of STR,
the user can use their SPD to deal damage with melee Quinque attacks, and can
use SPD in place of STR when determining Stamina costs. Incompatible with
Heavy Strikes.
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● Heavy Strikes: The user’s Quinque is fairly heavy, allowing for brutal swings.
The user gains access to the “Heavy Strike” maneuver, but the Stamina cost for
the maneuver is halved. Incompatible with Quick Strikes and Lightweight.
● Chimera: While it’s not unlikely that most Investigators carry more than one
Quinque on them, the user is different; their Quinque is actually two-in-one. The
user selects another type of Quinque, whether it be Ukaku, Koukaku, Rinkaku, or
Bikaku. This second Quinque gains a single Edge to choose from, while the other
Edge goes to the user’s primary form, totalling to 3 Edges aside from this one.
● Natural Predator: The user’s Quinque has been made for the purpose of
combating a specific type of Ghoul. If the type of the user’s Quinque or Sidearm
would normally overpower the target’s Kagune, the user gains a +4 bonus to all
rolls against the target, instead of a +2 bonus.
● Healer: Takes 2 Edge slots. The user’s Quinque is solely there for self defense.
Their main role in combat is actually acting as a battle medic. The user may carry
up to 5 medkits at a time on their person. At any time, the user can spend a
maneuver to use a medkit to stabilize and treat injuries that belong to them, or an
ally. When used, these items remove all stacks of [Bleeding] and [Burning] from
the target, and restores their Vitality by an amount equal to the user’s PER +
healed target’s END stat.
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[Burning]: At the start of the afflicted person’s turn, make an END roll,
subtracting 1 END from the roll for every stack of [Burning]. If the result is
less than 15, the afflicted takes 3 damage for every stack of [Burning] they
have, and then gain another stack. If the result is 15 or greater, they’re
cleansed of all stacks of [Burning].
○ RC Limiter: These grenades release a thick cloud of gas that limits the
functions of a Ghoul’s Kagune and regenerative abilities. This cloud
persists over a radius for three of the thrower’s turns. While inside the
area, a Ghoul’s Kagune and/or Kakuja are immediately withdrawn, and
they temporarily lose Ghoul Regeneration, or High-Speed Regeneration,
depending on which they have. Upon leaving the area, these effects on a
Ghoul linger for an additional turn. Because the cloud is thick, any attack
made going into or coming from the cloud, Ghoul or not, takes a penalty to
the attack roll equal to the attacker’s ACC stat.
● Gimmick: The user’s Quinque has a gimmick. Follow the rules in the Quinque
Gimmicks section right after this one in order to build a Gimmick unique to your
Quinque.
Gimmicks
● Attack Type gimmicks are focused on a sort of “signature attack”. Think Jason
13’s or Ginkui’s gimmicks. Damage rolls made with these gimmicks utilize RCL
and another stat of the user’s choice, which doesn’t necessarily need to be a stat
that’s normally used for an attack, for totalling the damage dealt.
● Form Type gimmicks focus on changing things up in the midst of combat. These
gimmicks allow the Quinque to change into a different form. While in this
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alternate form, the user gains one benefit of two options; either the form gains an
attack roll bonus equal to the user’s PER stat, or one of the stats used for
damage - either RCL or STR/ACC - is doubled for the purpose of dealing
damage. This bonus is selected upon the creation of the Quinque. Once this
bonus is selected, it cannot be changed at all.
● Utility Type gimmicks are a sort of “jack of all trades”, allowing the user to select
an additional two Edges that take effect while this gimmick is active. While this
seems powerful, it does, however, come with a hefty cost; the Stamina cost to
keep this gimmick active is instead tripled per turn.
● Dynamic Type gimmicks are perhaps the most versatile, and the most
immersive of all of the gimmick types. While this gimmick is active, the user gains
the effect of a Dynamic Edge of either the Ghoul that was slain to make this
Quinque, or, if this gimmick is selected at character creation, a custom Dynamic
Edge fitting in with the creation rules following those.
Kakuja Quinque
Easily the most powerful tool that an Investigator could have is a Kakuja
Quinque. This is a special type of Quinque made from a Ghoul’s Kakuja. They come in
two main forms; weapons, and armor.
Kakuja weapons are created through a similar process as normal weapons, with
a few slight variations. Firstly, instead of 3 Edges for Investigators and 2 for Quinx, this
amount is now doubled to 6 Edges for Investigators and 4 for Quinx, allowing RCL to be
increased to a maximum bonus of +12, if an Investigator decides to take no Edges for
this weapon. Lastly, this Quinque has one of two major benefits; it either has access to
the Dynamic Edge the Kakuja had originally, or it gains a gimmick, both of these with no
extra cost. If a gimmick is selected, it no longer has a Stamina requirement to keep
active.
Kakuja armor is a unique tool that usually only the strongest and most
well-recognized investigators have access to. This armor functions like a normal
Quinque, in the sense that it can be manifested at-will. Functionally, though, it is armor.
This armor reduces all damage taken while the armor is active by an amount equal to
the armor’s RCL stat. After a period of time, however, this armor becomes taxing to
wear. After a period of 5 turns, the armor begins to turn parasitic in order to keep up its
powerful defense. At the end of each of the user’s turns when this happens, the user
takes an amount of Vitality damage equal to half of this armor’s RCL, as well as half of
their weapon’s RCL. This damage cannot be reduced by the armor’s bonus, but it can
be healed by a Quinx’s Ghoul Regeneration.
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Kakuja armor comes in two different types, the types of which are
determined by the type of Kakuja the slain Ghoul had. Ukaku and Bikaku are Speed
Type, while Koukaku and Rinkaku are Attack Type.
● Speed Type armor grants the user near lightning-quick movement, doubling their
SPD stat while wearing the armor. While the armor is active, they’re able to take
an additional maneuver on each of their turns.
● Attack Type armor grants the user powerful attacks, doubling their STR or ACC
for the purpose of dealing damage. While this armor is active, maneuvers that
deal Vitality damage require no stamina cost.
● Investigators can choose to change out an Edge. The way this is done is by
selecting an Edge their Quinque has that they want to get rid of, and switching it
out with another Edge on the Investigator Edges list that the slain Ghoul also
had.
● Investigators can choose to add a gimmick to their weapon. For the cost of
decreasing their Quinque’s RCL by 20, they can add a gimmick to their weapon
based on the type of kakuhou harvested; Ukaku grant an Attack Type gimmick,
Koukaku grant a Defense Type gimmick, Rinkaku grant a Form Type gimmick,
and Bikaku grant a Utility Type gimmick. If the slain Ghoul had a Dynamic Edge,
they can choose to select a Dynamic Type gimmick instead of the above options,
regardless of the RC Type of the kakuhou.
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● C-Rank Ghouls grant an RCL value of 10.
● B-Rank Ghouls grant an RCL value of 15.
● A-Rank Ghouls grant an RCL value of 20.
● S-Rank Ghouls grant an RCL value of 25.
● SS-Rank Ghouls grant an RCL value of 30.
● SSS-Rank Ghouls grant an RCL value of 40.
For every edge that the investigator decides not to take, the RCL value of
the created Quinque increases by 2. Quinque created at character creation are
considered C-Rank, and as such, have a base RCL of 10, with a possibility to reach 16
if no Edges are selected.
Quinx
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Edges
● High-Speed Regeneration (Ghoul): Rinkaku only. Quinque with this edge don’t
need to worry about breaking. If a Quinque were to be damaged in any way, it
automatically begins repairing itself at a rate of the user’s END stat at the end of
every turn. After two turns of being completely damaged, the Quinque will be fully
repaired. As a result, a Quinque’s RC Bonds is equal to only half of the
Quinque’s RCL, instead of the full stat, rounded down.
● Ghoul Regeneration (Ghoul): If the user was hit by an attack that wasn’t from a
Kagune or Quinque last round, they can heal an amount of Vitality equal to their
END stat at that turn. If the attack was from a Kagune or Quinque, they cannot
heal that wound.
● Prehensile (Ghoul): All but Ukaku. The user can use their Kagune in order to
pick up people or things, grab onto ledges, propel themselves forward, etc. If the
user can use the “Grab” maneuver, that maneuver now has a range equal to the
range of their Kagune.
● Massive (Ghoul): The user’s Kagune is massive in size, extending their effective
range by one increment. Ukaku Ghouls that take this Edge have their projectiles
extend to an infinite range.
● Blunt (Ghoul): The user’s Kagune is adept at smashing, causing their Kagune
attacks to deal an additional amount of Vitality damage equal to half of their END
stat, rounded down. Incompatible with Sharpened.
● Inner Peace (Ghoul): The user becomes one with their inner needs, allowing
them to automatically pass any CRL rolls. Ghouls with this Edge cannot become
Kakuja. Incompatible with Rampant and Chimera.
● Rampant (Ghoul): The user is always without self-control. All CRL rolls
automatically fail. The user no longer suffers damage from Hunger, and instead
gain +10 temporary stat points to distribute how they please during that particular
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time while hungry. Once that Hunger ends, they lose these stat points. Ghouls
with this Edge cannot master Kakuja. Incompatible with Inner Peace.
● Grappler (Ghoul): The user is trained or self-taught with grabs, granting them
access to the “Grab” and “Throw” combat maneuvers.
● Preemptive (Ghoul): All but Koukaku. The user is quicker than aveRage on their
feet or through the use of their Kagune, granting a +3 bonus to all dodge rolls
made. Incompatible with Hardy.
● Hardy (Ghoul): All but Ukaku. The user can take a hit better than most. +3
bonus to all block rolls made. Incompatible with Inner Peace.
● Quick Strikes (Ghoul): The user is adept at making multiple attacks at once.
All-Out Offensive’s Stamina cost is multiplied by 3, instead of 5, and attacks
made from this maneuver can now gain a bonus to damage equal to the user’s
SPD. Incompatible with Heavy Strikes.
● Breathing Exercises (Ghoul): All but Rinkaku. The user is able to do more for
less energy. Take a Breather now restores an amount of Stamina equal to the
user’s END times 2.
● Heavy Strikes (Ghoul): The user gains access to the “Heavy Strike” maneuver.
Incompatible with Quick Strikes.
● Chimera (Ghoul): Ghouls only. The user is a Ghoul that inherited both of their
parents’ Kagune, giving them access to two different Kagune to utilize in combat.
This Ghoul gains an additional 3 Edges. Two of these Edges must be utilized for
the Ghoul’s secondary Kagune, while the last one is used for the main Kagune.
This Ghoul’s CRL stat cannot be higher than 15 at any given time. Incompatible
with Inner Peace.
● Dynamic Edge (Ghoul): This Edge is left entirely up to the creation of the player.
Discuss with your GM what you would like for this Edge, and find something that
you both like. This Edge can be taken multiple times.
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● Sidearm (Investigator): In exchange for an Edge, the user gains access to a
sidearm that closely resembles a handgun of their choice. These guns use Q
bullets, specialized bullets designed to pierce a Ghoul’s skin. This gun counts as
a ranged Quinque for the purpose of attack rolls and bonuses. Q bullets come in
4 variants; Ukaku, Koukaku, Rinkaku, and Bikaku, much like a normal Quinque.
As an action during your turn, or as a Readied action, you can reload this
sidearm to change the ammunition type. Ammunition for these guns is equal to
the RCL of the Quinque associated with it, which resets back to full count after a
fight. These guns only use ACC for damage, due to not having an RCL stat.
● Prehensile (Investigator): All but Ukaku. The user can use their Quinque in
order to pick up people or things, grab onto ledges, propel themselves forward,
etc.
● Inner Peace (Investigator): The user has been trained or self-taught to not let
their emotions best them in combat. As such, CRL rolls no longer need to be
made for Rage. The user cannot enter Rage, even if they wanted to willingly.
Incompatible with Rampant.
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● Preemptive (Investigator): All but Koukaku. The user is quicker than average
on their feet or through the use of their Quinque, granting a +3 bonus to all dodge
rolls made. Incompatible with Hardy.
● Hardy (Investigator): All but Ukaku. The user can take a hit better than most, or
has a Quinque that allows them to effectively block strikes. +3 bonus to all block
rolls made. Incompatible with Preemptive.
● Heavy Strikes. (Investigator): The user’s Quinque is fairly heavy, allowing for
brutal swings. The user gains access to the “Heavy Strike” maneuver, but the
Stamina cost for the maneuver is halved. Incompatible with Quick Strikes and
Lightweight.
● Chimera (Investigator): While it’s not unlikely that most Investigators carry more
than one Quinque on them, the user is different; their Quinque is actually
two-in-one. The user selects another type of Quinque, whether it be Ukaku,
Koukaku, Rinkaku, or Bikaku. This second Quinque gains a single Edge to
choose from, while the other Edge goes to the user’s primary form, totalling to 3
Edges aside from this one.
● Natural Predator (Investigator): The user’s Quinque has been made for the
purpose of combating a specific type of Ghoul. If the type of the user’s Quinque
or Sidearm would normally overpower the target’s Kagune, the user gains a +4
bonus to all rolls against the target, instead of a +2 bonus.
● Healer (Investigator): Takes 2 Edge slots. The user’s Quinque is solely there for
self defense. Their main role in combat is actually acting as a battle medic. The
user may carry up to 5 medkits at a time on their person. At any time, the user
can use a maneuver to use a medkit to stabilize and treat injuries that belong to
them, or an ally. When used, these items remove all stacks of [Bleeding] and
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[Burning] from the target, and restores their Vitality by an amount equal to the
user’s PER + their END stat.
● Gimmick (Investigator): The user’s Quinque has a gimmick. Follow the rules in
the Quinque Gimmicks section right after this one in order to build a Gimmick
unique to your Quinque.
Quinque Gimmicks
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whichever is higher, every turn. They can deactivate it at any time, for no action cost.
Starting Quinque may have gimmicks, but only one gimmick may be selected. The
gimmick types and their benefits are listed below:
● Attack Type gimmicks are focused on a sort of “signature attack”. Think Jason
13’s or Ginkui’s gimmicks. Damage rolls made with these gimmicks utilize RCL
and another stat of the user’s choice, which doesn’t necessarily need to be a stat
that’s normally used for an attack, for totalling the damage dealt.
● Form Type gimmicks focus on changing things up in the midst of combat. These
gimmicks allow the Quinque to change into a different form. While in this
alternate form, the user gains one benefit of two options; either the form gains an
attack roll bonus equal to the user’s PER stat, or one of the stats used for
damage - either RCL or STR/ACC - is doubled for the purpose of dealing
damage. This bonus is selected upon the creation of the Quinque. Once this
bonus is selected, it cannot be changed at all.
● Utility Type gimmicks are a sort of “jack of all trades”, allowing the user to select
an additional two Edges that take effect while this gimmick is active. While this
seems powerful, it does, however, come with a hefty cost; the Stamina cost to
keep this gimmick active is instead tripled per turn.
● Dynamic Type gimmicks are perhaps the most versatile, and the most
immersive of all of the gimmick types. While this gimmick is active, the user gains
the effect of a Dynamic Edge of either the Ghoul that was slain to make this
Quinque, or, if this gimmick is selected at character creation, a custom Dynamic
Edge fitting in with the creation rules following those.
Kakuja Quinque
Easily the most powerful tool that an Investigator could have is a Kakuja
Quinque. This is a special type of Quinque made from a Ghoul’s Kakuja. They come in
two main forms; weapons, and armor.
Kakuja weapons are created through a similar process as normal weapons, with
a few slight variations. Firstly, their RCL is always a minimum of 45. Second, instead of
3 Edges for Investigators and 2 for Quinx, this amount is now doubled to 6 Edges for
Investigators and 4 for Quinx, allowing RCL to be increased to a maximum of 57, if an
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Investigator decides to take no Edges for this weapon. Lastly, this Quinque has one of
two major benefits; it either has access to the Dynamic Edge the Kakuja had originally,
or it gains a gimmick, both of these with no extra cost. If a gimmick is selected, it no
longer has a Stamina requirement to keep active.
Kakuja armor is a unique tool that usually only the strongest and most
well-recognized of investigators have access to. This armor functions like a normal
Quinque, in the sense that it can be manifested at-will. Functionally, though, it is armor.
This armor cannot have an RCL value lower than 45, and reduces all damage taken
while the armor is active by an amount equal to the wearer’s END stat times 2. After a
period of time, however, this armor becomes taxing to wear. After a period of 5 turns,
the armor begins to turn parasitic in order to keep up its powerful defense. At the end of
each of the user’s turn when this happens, the user takes an amount of Vitality damage
equal to half of this armor’s RCL, as well as half of their weapon’s RCL. This damage
cannot be reduced by the armor’s bonus, but it can be healed by a Quinx’s Ghoul
Regeneration.
Kakuja armor comes in two different types, the types of which are
determined by the type of Kakuja the slain Ghoul had. Ukaku and Bikaku are Speed
Type, while Koukaku and Rinkaku are Attack Type.
● Speed Type armor grants the user near lightning-quick movement, doubling their
SPD stat while wearing the armor. While the armor is active, they’re able to take
two actions on each of their turns.
● Attack Type armor grants the user powerful attacks, tripling their STR or ACC for
the purpose of dealing damage. While this armor is active, maneuvers that deal
Vitality damage require no stamina cost.
● Investigators can choose to change out an Edge. The way this is done is by
selecting an Edge their Quinque has that they want to get rid of, and switching it
out with another Edge on the Investigator Edges list that the slain Ghoul also
had. Quinx cannot gain a third Edge through this method.
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● Investigators can choose to add a gimmick to their weapon. For the cost of
decreasing their Quinque’s RCL by 20, they can add a gimmick to their weapon
based on the type of kakuhou harvested; Ukaku grant an Attack Type gimmick,
Koukaku grant a Defense Type gimmick, Rinkaku grant a Form Type gimmick,
and Bikaku grant a Utility Type gimmick. If the slain Ghoul had a Dynamic Edge,
they can choose to select a Dynamic Type gimmick instead of the above options,
regardless of the RC Type of the kakuhou.
For every edge that the investigator decides not to take, the RCL value of
the created Quinque increases by 2. Quinque created at character creation are
considered C-Rank, and as such, have a base RCL of 10, with a possibility to reach 16
if no Edges are selected.
Building a Character
The step by step process listed below consists of four main steps; choosing a
class, designing your weapon(s), setting up your character’s stats, and then fleshing
them out by writing up your character’s appearance, personality, and backstory.
Creating a character is a fairly straightforward process as long as these steps are
followed, and can easily lead to quick yet well-developed characters ready for
immediate use. Should any trouble arise while trying to create a character, speaking
with your Game Master, as well as even working with them to create the perfect
character for you is always an option.
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1). Class
The Tokyo Ghoul Tabletop system functions off of three main classes, divided up
among two different factions; Ghouls vs. Investigators and Quinx. Deciding on what
class you’d like to play will shape your character more than anything else will. Generally,
the best option is to decide on the same class or faction as the rest of your group; it’s
easy to give reason for two Investigators to work together, but it’s incredibly difficult to
give reason for an Investigator and a Ghoul to work together.
2). Weapons
After your class has been chosen as either a Ghoul or Quinx, building your
Kagune is going to be the next step you’ll want to take. Decide on the type of Kagune
you’ll want to have, whether it be Ukaku, Koukaku, Rinkaku, or Bikaku. If you’re looking
to build an optimized party, keep in mind every Kagune’s strengths and weaknesses
when choosing.
From there, set your RCL stat to 10 if you’re a Ghoul and 5 if you’re a
Quinx, and start selecting your Kagune Edges. You’ve got up to 3 to choose from if
you’re a Ghoul, and up to 1 to choose from if you’re a Quinx. For each Edge that you
don’t choose, though, you can increase your RCL by 2.
If you don’t have a Kagune, or after you finish working on it as a Quinx, it’s time
to start working on your Quinque. Like the Kagune process, select a type of Quinque
you’d like to use, whether it be Ukaku, Koukaku, Rinkaku, or Bikaku, and mark that
choice down on your sheet.
After that, set your Quinque’s RCL to 10, and select your Quinque Edges.
Investigators get up to 3 to choose from, and Quinx get up to 2 to choose from. Each
Edge that goes unchosen gives you an RCL boost of 2 points.
3). Stats
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4). Character Information
This final step is focused around bringing your character to life. Start to fill out the
General Information section of the character sheet. This includes things like naming
your character, writing down likes, dislikes, goals, and other personality traits that might
be useful to have.
After you finish that, it’s time to write a backstory. This step might be
optional depending on your GM, but most of the time, even if it is optional, it certainly
helps to have done, and makes it easier in order to get into the role of your character
when playing the game.
Combat
Combat in this system may seem daunting at first, but flows quite well once you
eventually get the hang of how things work. Basic combat revolves around a system of
opposing rolls from both the attacker and the target, with each character’s stats
affecting the overall results of the rolls as one would expect.
Combat Styles
This system has two different types of combat that can be engaged in, both with
different mechanics, as well as different rewards for each; Squad Combat, and Raid
Combat.
Squad combat is where player characters fight solo, or in a small group against
evenly-matched or foes that are potentially much, much stronger. Rewards for squad
combat are generally based around experience gain and plot advancement. Usually,
there isn’t much to be gained outside of the potential RCL gain for Ghouls and
Investigators alike.
Raid combat is where player characters fight against weaker enemies, and/or a
large number of enemies at a time. This could be anywhere from fighting back a Ghoul
invasion on a respected CCG base, slashing through Ghoul territory while hunting a
particular target, or absolutely anything in-between. Rewards for raid combat are usually
material, being a large surplus of Kakuhou for Investigators to craft with, as well as a
huge surplus of Investigators for Ghouls to consume.
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Squad Combat
● Strike: Strikes are basic attacks, whether they be melee or ranged, or whether or
not they utilize a Kagune or Quinque. Attacks are made by declaring a Strike,
and waiting to see if the target decides to Dodge or Block. If they decide not to,
the attack automatically hits if it’s within range, and an amount of damage is dealt
equal to the relevant stats for the attack. If they declare a Dodge or Block, roll a
d20 and add your PER stat, while they roll. If you roll higher, your attack hits. If
you roll lower, your attack misses, and you suffer the consequences of that
depending on how much lower your roll was than theirs. Both Dodging and
Blocking count as a Reaction maneuver, and can only be used if you have a
spare maneuver from your previous turn. As such, attacks against a target that
has not acted in combat yet automatically succeed.
● Move: When this maneuver is chosen, the user is able to move up to one
range-increment in any direction of their choice.
● Ready: Readying saves an action for a different turn, when certain conditions are
met. Only one action can be Readied at a time, and the conditions required in
order to activate a Readied action must be clear enough to describe to the GM
so that they resolve when you’d like. This action counts as an “interrupt”, allowing
your action to take place right before the condition resolves if you’d like. This
Maneuver cannot be used like the Counter maneuver in order to attack before an
opponent.
● Take a Breather: Take a second to catch your breath, and give yourself a small
burst of Stamina. After using your action during your turn to Take a Breather, you
recover an amount of Stamina equal to your END stat. The turn you Take a
Breather, you can only use your second maneuver to Move, Ready, Enhance,
Dodge, Block, or Take a Breather again.
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attacks during your turn, and your target(s) may react to them separately, or
handle all of them with the same response. Only five attacks can be made with
the same action from an All-Out Offensive at a time, and this maneuver requires
both of your maneuvers for your turn.
● Counter: Once you declare a Counter, you cannot take any other actions until
the start of your next turn. If you’re targeted for an attack while a Counter is
declared, the attack made against you automatically fails, and you can strike
back with a counter attack. This maneuver costs Stamina equal to your SPD
times 3, subtracted by your PER score ((SPD x 3) - PER).
● Overextend: In order to push the range of a melee attack slightly past its limit,
you can take a penalty to an attack roll equal to your SPD stat. Attacks made
through this maneuver can land one range increment past what would normally
be able to be made. This maneuver costs Stamina equal to the user’s SPD stat
to use.
● Grab: This maneuver cannot be used without the appropriate Edge. The user
and the target make opposing STR rolls. If either party has the “Prehensile”
edge, the party then rolls STR + RCL instead if they utilize their Kagune or
Quinque. If the user loses, nothing happens and their action is used up. If the
user wins, the target is grappled. A grappled target cannot move or attack, and
can either Take a Breather or try to break the grapple with another opposing STR
roll, or STR + RCL if a Kagune or Quinque with the “Prehensile” Edge is used. All
attacks made on a grappled target automatically hit. While grappling a target, the
user suffers a Stamina drain equal to their END stat at the end of every turn. As a
part of the same Grab action, the user can Throw the target. Other than that, the
user cannot act until their next turn.
● Throw: This maneuver cannot be used without the appropriate Edge. The user
throws a grappled target a number of feet equal to their STR divided by 2, or their
STR + RCL divided by 2 if they used a Kagune or Quinque to grab the target.
These numbers are both rounded down. If the target collides with anything before
they reach that amount of feet, they take the remaining amount of feet as Vitality
damage (if a target is supposed to fly 50 feet, but stops after reaching 5 feet due
to hitting a wall, they take 45 Vitality damage). This maneuver takes an amount
of Stamina equal to the user’s STR times 2 to use.
● Heavy Strike: For a Stamina cost equal to the user’s STR times 2, the user can
take a penalty to any Kagune or Quinque melee attack roll equal to their STR
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stat. If this attack hits, they can double their STR stat for the purpose of damage
dealt by this attack.
Attacking
Defending
Now that you know how to make an attack, it’s time to learn how to defend
against one. Every time an attack is made against you, you have the option to either
dodge it, block it, or take the hit outright. Taking the hit will subject you to damage, but
won’t leave your fate up to chance like the other rolls will.
If you decide to take the hit during combat, the amount of damage you take is
stagnant, and is directly subtracted from your Vitality pool. After that, the attack ends.
If you decide to try to dodge it, make a dodge roll. This is a standard d20
roll, adding your SPD stat. If your roll is higher than that of your attacker, then you
successfully dodge the attack, and take no damage. If the value of your dodge is lower,
then you not only take the damage, but you also take half of the damage dealt as a
Stamina pool penalty; in other words, it damages your stamina, too.
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If you try to block it, make a block roll. This is a standard d20 roll, adding
your END stat. If your roll is higher than that of your attacker, you successfully block the
attack, and take no damage. If the value of your block is lower, then you take damage
equal to 1.5x the amount of damage you would have taken if you had taken the hit,
rounded down.
While these mechanics might seem very punishing, they’re also quite
rewarding. Depending on how much higher the value of your dodge or block rolls are,
you are granted certain bonuses:
If your roll is 5-9 higher than theirs, you may attempt to make a
counterattack against them, dealing damage equal to half of what you would’ve
normally done on a hit, rounded down.
If your roll is 10-14 higher than theirs, you may attempt to make a
counterattack against them, this time at full damage.
If your roll is 15-19 higher than theirs, you may automatically succeed
in making a counterattack against the target, and deal full damage with the attack.
If your roll is 20+ higher than theirs, you may automatically succeed in
making a counterattack against the target, and deal 1.5x damage than you normally
would’ve, rounded up.
These bonuses for dodging and blocking incentivise players to actually try
to dodge or block, but also add to a sort of risk-reward thrill of doing so. If you don’t
particularly like that, though, these bonuses as well as the drawbacks of failing a dodge
or block can be removed from your campaign without any real issues.
Raid Combat
Raid combat is interesting in the sense that most basic mechanics of squad
combat don’t apply in the same way as they do here. For starters, instead of taking two
maneuvers per turn, combatants take three. The damage that players deal is tripled
against enemies, and stamina spent for each attack is halved. Additionally, every time
they fell an enemy in combat, players can take a free, out-of-sequence action to attack
another enemy within range.
Raid combat has been designed as a way to give players an interesting way to
take down large groups of foes within areas Tokyo Ghoul-style without having to break
each fight up separately. It’s something that should be used sparingly, and more during
climatic events and base-raids.
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primarily deal damage, but it also allows for players to achieve higher ranks within their
respective class, access new benefits such as Kakuja, but it also allows for players to
further upgrade their characters.
For each being a Ghoul consumes, they gain a number of stat points
equal to that consumed person’s highest RCL stat. Investigators, however, only gain
stat points when killing a Ghoul, and using their Kakuhou as a means to upgrade their
current Quinque. Quinx characters can gain stat points through both of these methods.
RCL cannot be upgraded through stat points. Instead, it starts at a base of 10 for
Ghouls and Investigators, 5 for Quinx Kagune, and 10 for Quinx Quinque. When a
Ghoul or Quinx would gain stat points from consuming a person, they gain 1 point of
RCL on top of whatever they get from that person’s RCL stat, up to their current RCL.
The RCL of Investigators, and the Quinque RCL of Quinx is determined completely from
that of their Quinque, which is gone over in the section RCL, Creating, & Upgrading
Quinque. Choosing to not select an Edge during character creation or forging a new
Quinque grants the character a +2 bonus to RCL for each Edge not selected, up to a
maximum of 6.
For Investigators, make use of the Kakuhou Storage section of the
character sheet. This is to keep track of all of the Kakuhou you have collected over time,
and those which can be made into Quinque, while the others are discarded.
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