Unofficial Tokyo Ghoul Tabletop Rulebook, Ver. 1.0.1

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Unofficial Tokyo Ghoul Tabletop RPG

Version 1.0.1 - “Open Beta”


Written by Juliette Romano

Introduction

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Game Intro

The Tokyo Ghoul Tabletop system is an TTRPG, or Tabletop Role Playing


Game designed around the Tokyo Ghoul anime and manga series, owned by Sui Ishida,
Shueisha and VIZ Media. If you haven’t read the series yet, please go support the
official release. This series, or the image used in this document belong to the individual
or group that have declared legal ownership over them, and in no way do I, or other
supporters, creators, or collaborators of this system own said material. This Tabletop
RPG is strictly non-profit, and unofficial in every way possible.
This tabletop system is mostly focused around character versatility, and an
easy to participate in combat system that flows well. Story creation is primarily up to the
Game Master, or GM, but this file will contain some pointers for running a campaign
later down the road, hopefully in the near-future.
Materials needed in order to play this game are pretty small; all that’s
necessary is a character sheet provided here, a twenty-sided die, or d20, as well as
possibly a pen and paper for notetaking if you’d like.
Consider joining our Discord server, or following the Subreddit or Twitter
account!

The World of Tokyo Ghoul

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

An Investigator is a normal human that works for a Ghoul extermination force,


similar to the CCG. Investigators don’t have any sort of supernatural abilities like Ghouls
do, but they do have access to gear specifically designed to combat Ghouls in order to
keep up with them in a fight. Primarily armed with a Quinque, Investigators tend to fight
Ghoul with Ghoul - Quinque are weapons constructed from the remains of a Ghoul’s
Kagune, and tend to embody similar traits to a Ghouls’ Kagune when forged into a
weapon. Even a Ghoul’s Kakuja could be made into a Quinque, should an Investigator
be skilled enough to take down said Ghoul in order to do so.

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.

Hunger/Last Meal Eaten (Meal Score)


Hunger is something that Ghouls will need to worry about as time goes on. As
Ghouls get hungrier and hungrier, they start to act more impulsively and generally
aggressively. As a player, it’s your job to roleplay this when the time comes. Luckily, we
have mechanics in place in order to aid in determining when your Ghoul will eventually
need to have another meal.
Outside of combat, a Ghoul’s Hunger is determined by their Last Meal
Eaten, or Meal Score for short. At the start of every day, this number will decrease by 1.
A Ghoul’s maximum Meal Score is equal to their CRL stat times 1.5, with a minimum of
4. After consuming a full human being, their Meal Score is set to maximum. Anything
less than that is up to the GM’s discretion as to how much Meal Score they should give
the players for consuming any bit of flesh at all. Consuming a full Ghoul, however, and
acting through cannibalism, will only recover 50% of the Ghoul’s maximum Meal Score.
When this number reaches certain thresholds (50%, 25%, 10%,) the Ghoul needs to
make a CRL roll. The number they need to beat is equal to the missing amount of Meal
Score (If a Ghoul’s meal score maximum is 18, and they’re currently at 3, they need to
beat a roll of 15).
In combat, a Ghoul’s Hunger is determined by their Stamina. When their
Stamina stat reaches certain thresholds (50%, 25%, 10%), they’ll need to make a CRL
check, similar to the one they would make if out of combat. The difference, however, is
they’re rolling against their Stamina instead of against their Meal Score.
If the rolls made are higher than the number they need to beat, then
nothing happens, and they resist the effects of Hunger for now. If their roll is lower than
what they need to beat, then they take the full effects. The Ghoul loses 5 Vitality, and 1
additional point of Vitality for each turn they take in combat that they’re not Taking a
Breather (read Combat Maneuvers for more information on “Taking a Breather”), or 1
additional point of Vitality for every ten minutes that passes in game, out of combat.
Their regenerative abilities, High-Speed Regeneration (read “Kagune Edges” for more
information on “High-Speed Regeneration”) or not, are also disabled until they gain at
least one point of Meal Score, or eat some sort of flesh.

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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

Rolls, Checks, And Action Economy

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 & Range

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;

● Melee-Range, or within 5 ft.


● Close-Range, or between 5 and 15 ft.
● Mid-Range, or between 15 and 30 ft.
● Long-Range, or between 30 and 45 ft.
● Far-Range, or 45 ft. and greater.

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.

Investigator ranks are somewhat more complicated, being positions within


the CCG and listed as such. Rank 3 Investigators are seen to have just begun their
careers as bureau investigators, and are the bottom of the barrel. They compare to
C-Rank Ghouls. Rank 2 Investigators is where most investigators will start, having just
begun their career for a Ghoul Extermination Force. Rank 1 Investigators are the
highest point for Junior Investigators, and are generally an end-line promotion for some
Investigators. This position is fairly similar to A-Rank Ghouls. First Class Investigators
are similar to S-Rank Ghouls, and is where most Investigators end their careers after
having trained a Junior Investigator. Very few make it beyond this point. Associate
Special Class Investigators are comparable to SS-Rank, and sit at one of the highest
positions possible, with a fair amount of rank and power behind them. Most
Investigators don’t reach this point, let alone a position after it. Special Class
Investigators are the highest possible point for Investigators, where they may very well
lead a bureau of their own, should it be required. They can be compared in strength to
SSS-Rank Ghouls.

Weapons

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Kagune

A Ghoul’s Kagune is an extension of themselves. As such, no two Ghouls


are going to have the exact same one. Each Kagune, as it strengthens with its owner,
will grow in power and uniqueness until it’s absolutely and inarguably one-of-a-kind.

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:

Ukaku: Close-Range, with Long-Range projectiles.


Koukaku: Close-Range.
Rinkaku: Mid-Range.
Bikaku: Mid-Range.

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:

Ukaku: +3 SPD, Maximum Stamina reduced by total SPD.


Koukaku: +3 END, -3 SPD.
Rinkaku: + “High-Speed Regeneration” Edge, Maximum Vitality reduced by total
END.
Bikaku: +1 Starting Edge, -2 to either CRL, PER, or RCL.

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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

● High-Speed Regeneration: Rinkaku only. Replaces “Ghoul Regeneration”. If the


user was hit by an attack that wasn’t from a Kagune or Quinque in the last round,
they can heal an amount of Vitality equal to their END + CRL stats at the
beginning of that turn. If the attack was from a Kagune or Quinque, they can heal
an amount of Vitality equal to their END stat instead.

● 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.

● Heavy Strikes: The user’s Kagune places a much higher emphasis on


predictable but powerful attacks. The user gains access to the “Heavy Strike”
maneuver. Incompatible with Quick Strikes.

● Cannibalistic: Ghouls only. Consuming a Ghoul now restores 100% of the


user’s Meal Score. Ghouls with this Edge can gain a Kakuja.

● 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

After consuming a certain amount of Ghouls to skyrocket their RC value, Ghouls


can become a Kakuja. A Kakuja is a Ghoul with an “upgraded” Kagune, with a more
distinct, usually full-body appearance. The appearances of these Kakuja correlate with
the character in some way (Ken Kaneki, for example. Centipedes play a big role in his
character due to the effects of his torture, so his Kakuja takes on the shape of a
centipede). Kakuja come in two different forms; Half-Kakuja, and Full Kakuja.
In order to become a Half-Kakuja, a Ghoul needs to fail a CRL roll
sometime after gaining an RCL stat of at least 50, and possessing the Cannibalistic
Edge. A full Kakuja requires a Ghoul that has mastered their Half-Kakuja to gain an
RCL Stat of at least 150.
Gaining a Kakuja grants powerful benefits, at a cost. While a Half-Kakuja
is active, if not mastered, has a Stamina cost equal to the user’s RCL stat at the end of
their turn while in combat, in order to stay in control of themselves. If their Stamina

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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.

Ukaku Kakuja: +20 SPD -or- +20 ACC.


Koukaku Kakuja: +20 END -or- +20 STR.
Rinkaku Kakuja: +10 RCL -or- +20 SPD.
Bikaku Kakuja: +20 STR -or- +10 RCL.

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

Being the primary weapon of an Investigator, a Quinque is custom-made for that


specific Investigator, much like a Ghoul’s Kagune is custom for them. Quinques, when
not in use, are generally stored in a briefcase as the weapon’s kakuhou, or they’re

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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.

● Cannibalistic: This Quinque comes from a Ghoul that tended to cannibalize


quite often. The RCL stat for this weapon is increased by 1.5 times.

● 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.

● Grenadier: The user tends to enjoy having an amount of dispensable weaponry


on their person. The user can carry up to 10 grenades on them at a time. These
grenades can be a mixture of any number of three different types; frag grenades,
incendiary grenades, and RC limiter grenades. Each grenade can be thrown up
to mid-range, and their effects affect everything within close-range of the grenade
itself. The results of all Dodge and Block rolls that might be made due to these
grenades are reduced by an amount equal to the thrower’s ACC. Each of the
effects are listed below:
○ Frag: These grenades are used for the purpose of dealing damage
normally to Ghouls and the like. In order to Dodge the explosion, a Dodge
roll needs to beat 15. Block rolls, however, are a bit harder. Block rolls
using a Koukaku kagune need to beat 16. Other than that, block rolls will
automatically fail. These grenades deal damage equal to the thrower’s
ACC, times 3.
○ Incendiary: These grenades focus on lighting a person, or an area on fire.
As such, these grenades apply 1 stack of [Burning] on targets they
manage to hit. Dodge rolls made need to beat 14, and these grenades
cannot be Blocked as trying to block them would only get yourself burned.

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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

For the purpose of keeping this system as balanced as possible, Quinque


gimmicks are categorized into five key types; Attack type, Defense type, Utility type,
Form type, and Dynamic type. Each type comes with a benefit that the user gains
access to while the gimmick is active. In order to activate the gimmick, the user must
use the Enhance maneuver, and pay a Stamina cost equal to their END or SPD stat,
whichever is higher, every turn. They can deactivate it at any time, for no action cost.
Starting Quinque can have gimmicks, but only one 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.

● Defense Type gimmicks focus on protecting the wielder however possible.


These gimmicks usually allow for increased movement, or provide a defensive
barrier for the wielder. While this gimmick is active, every other turn, the user can
automatically pass a Dodge roll or a Block roll by 1.

● 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.

RCL, Creating, and Upgrading Quinque

Over the course of a campaign, an Investigator might want to upgrade their


Quinque in order to make it stronger. The way this is done is fairly easy. During a period
of downtime, generally over the course of a week, they can utilize the kakuhou of a
Ghoul that they had slain in order to make their Quinque stronger. They have a few
options as to what they can do;

● Investigators can choose to increase their RCL stat. When a Quinque is


upgraded using a harvested kakuhou, the Investigator can choose to increase
their Quinque’s RCL by an amount equal to half of that slain Ghoul’s RCL.

● 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.

Instead of upgrading a Quinque, an Investigator can opt into having a new


Quinque forged altogether. This process takes around a week to start and finish. During
this process, an Investigator must choose Edges for this Quinque to have. They can
choose up to a total of three Edges, with two of those coming from the Edges the slain
Ghoul they’re using the kakuhou of had. Depending on the Rank of the Ghoul, the newly
made Quinque will have a set RCL value.

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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

Quinx are a special type of Investigator. Essentially, they’re the


manifestation of “fight fire with fire”. As such, they’re also one-eyed Ghouls that have
had a Kakuhou implanted within them. This grants them access to their own Kagune, as
well as the benefits and drawbacks of being ghoulish in nature.
Due to their newfound heritage, as well as newfound strong-suits, Quinx
have their own slew of drawbacks. Firstly, they not only have to deal with Rage like an
Investigator, but they also have to deal with Hunger. Additionally, their starting RCL is
lower than a Ghoul’s for their Kagune, leaving them to be weaker early on. Lastly, they
only gain one Edge for their Kagune, and only two Edges for their Quinques.

Quinx v.s. Ghouls/Investigators

Quinx count as investigators for the purpose of rules that differentiate


between Ghouls and investigators. Quinx effectively have two RCL stats; one for their
Kagune, and one for their Equipped Quinque. A Quinx cannot become a Full-Kakuja at
all, but they do have the option for either Kakuja Quinque or Half-Kakuja. A Quinx can
use their Kagune while under the effect of Kakuja armor, but Stamina costs for
maneuvers utilizing their Kagune are doubled.

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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.

● Sharpened (Ghoul): 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 (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

24
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.

● Cannibalistic (Ghoul): Ghouls only. Consuming a Ghoul now restores 100% of


the user’s Meal Score. Quinx with this Edge can progress to Half-Kakuja only.

● 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.

● High-Speed Regeneration (Investigator): 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. After two turns of being damaged, the
Quinque will be fully repaired.

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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.

● Massive (Investigator): 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.

● Sharpened (Investigator): 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 (Investigator): 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 (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.

● Rampant (Investigator): 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 (Investigator): The user is trained or self-taught with grabs, granting


them access to the “Grab” and “Throw” combat maneuvers.

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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.

● Quick Strikes (Investigator): 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 (Investigator): 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.

● 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.

● Cannibalistic (Investigator): This Quinque comes from a Ghoul that tended to


cannibalize quite often. The RCL stat for this weapon is increased by 1.5 times.

● 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.

● Grenadier (Investigator): The user tends to enjoy having an amount of


dispensable weaponry on their person. The user can carry up to 10 grenades on
them at a time. These grenades can be a mixture of any number of three
different types; frag grenades, incendiary grenades, and RC limiter grenades.
Each grenade can be thrown up to mid-range, and their effects affect everything
within close-range of the grenade itself. Each of the effects are listed below:
○ Frag: These grenades are used for the purpose of dealing damage
normally to Ghouls and the like. In order to Dodge the explosion, a Dodge
roll made needs to beat 15. Block rolls, however, are a bit harder. Block
rolls using a Koukaku need to beat 16. Other than that, block rolls will
automatically fail. These grenades deal damage equal to the thrower’s
ACC, times 3.
○ Incendiary: These grenades focus on lighting a person, or an area on fire.
As such, these grenades apply 1 stack of [Burning] on targets they
manage to hit. Dodge rolls made need to beat 14, and these grenades
cannot be Blocked as trying to block them would only get yourself burned.
[Burning]: At the start of the afflicted person’s turn, make an END roll. If
the result is less than 15, the afflicted takes 3 for every stack of [Burning]
they have, and then gains 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 an area 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. 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 (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

For the purpose of keeping this system as balanced as possible, Quinque


gimmicks are categorized into five key types; Attack type, Defense type, Utility type,
Form type, and Dynamic type. Each type comes with a benefit that the user gains
access to while the gimmick is active. In order to activate the gimmick, the user must
use the Enhance maneuver, and pay a Stamina cost equal to their END or SPD stat,

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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.

● Defense Type gimmicks focus on protecting the wielder however possible.


These gimmicks usually allow for increased movement, or provide a defensive
barrier for the wielder. While this gimmick is active, every other turn, the user can
automatically pass a Dodge roll or a Block roll by 1.

● 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

29
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.

RCL, Creating, and Upgrading Quinque

Over the course of a campaign, an Investigator might want to upgrade their


Quinque in order to make it stronger. The way this is done is fairly easy. During a period
of downtime, generally over the course of a week, they can utilize the kakuhou of a
Ghoul that they had slain in order to make their Quinque stronger. They have a few
options as to what they can do;

● Investigators can choose to increase their RCL stat. When a Quinque is


upgraded using a harvested kakuhou, the Investigator can choose to increase
their Quinque’s RCL by an amount equal to half of that slain Ghoul’s RCL.

● 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.

Instead of upgrading a Quinque, an Investigator can opt into having a new


Quinque forged altogether. This process takes around a week to start and finish. During
this process, an Investigator must choose Edges for this Quinque to have. They can
choose up to a total of three Edges, with two of those coming from the Edges the slain
Ghoul they’re using the kakuhou of had. Depending on the Rank of the Ghoul, the newly
made Quinque will have a set RCL value.

● 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.

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

You’ve got a total of 60 stat points to distribute between Strength, Accuracy,


Perception, Endurance, Speed, and Control. You can always just leave them at 10
each, but there’s room for customization here if you’d like. No one stat holds a
significant amount of importance over the others, unless you’re looking to build a
specific way. Everything is up to player choice here.
After you’ve finished distributing those 60 points however you’d like
amongst the 6 different stats, begin calculating your Derived Stats. These include
Vitality (which is calculated by (END + CRL) * 3), Stamina (which is (END + SPD) * 3),
and RC Bonds for Quinque (which is equal to your RCL for that specific weapon).

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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

Squad combat is started by determining initiative order; this is done by


comparing SPD stats between all attackers. Characters are ordered by their SPD stats,
with the fastest characters going first. If there’s a tie, Ghouls always move before
Investigators do, and if there’s a tie between both Ghouls and Investigators, they both
move at the same time.
After determining initiative order, characters then decide on two maneuvers to
take during their turns. These maneuvers are a list of all of the possible actions that a
character can take during a turn. They’re listed here below:

● 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.

● All-Out Offensive: Perform a barrage of attacks on a target in a short period of


time. To perform an All-Out Offensive, spend an amount of Stamina equal to the
number of attacks you’d like to make, times 5. You can then declare that many

34
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).

● Enhance: Through this maneuver, you can activate a Quinque gimmick, or


activate a Kakuja. Depending on how these are built or whether or not they’re
mastered, this may require Stamina to spend every turn. If so, this is done before
maneuvers are chosen each turn.

● 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

35
stat. If this attack hits, they can double their STR stat for the purpose of damage
dealt by this attack.

Attacking

As a rule of thumb, Perception is always added to attack rolls when making


any kind of attack. There may be certain increases or decreases to the rolls made, but
Perception is always added last during attack calculations.
When calculating melee attack damage, first determine what kind of melee
attack it is. There are three types; Basic, Kagune, and Quinque.
Melee basic attacks add STR to damage. These attacks have no
Stamina cost.
Melee Kagune attacks add both STR and RCL to the damage total.
These attacks use an amount of stamina equal to the user’s STR - RCL, down to a
minimum cost of 1 Stamina per attack.
Melee Quinque attacks use both STR and RCL as well to calculate
damage as well, and use stamina as well. Their formula is a bit different, however.
Instead, Quinque attacks use RCL - STR Stamina per attack, down to a minimum cost
of 1 Stamina per attack.
Ranged attacks are grouped in the same categories, Basic, Kagune and
Quinque, but they use slightly different formulas and stats.
Ranged basic attacks add ACC to damage, and have no Stamina cost.
Ranged Kagune attacks add both ACC and RCL to damage, and have a
Stamina cost equal to the user’s ACC - RCL, down to a minimum of 1 point of Stamina
per attack.
Ranged Quinque attacks add both ACC and RCL to damage, and have
a Stamina cost equal to the user’s RCL - ACC, down to a minimum of 1 point of
Stamina per attack.

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.

36
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.

Progression and RC Levels

Character progression in this system is heavily revolved around the RCL


stat that all player characters have access to. Not only does it function as a way to

37
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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