Traits

## Ghoul Traits

### **ABNORMAL KAGUNE\***

Abnormal kagune can be seen throughout the series, although this is not to be confused with a kakuja. An abnormal kagune consists of abnormal properties (duh) spanning from appearance, utility, & other abilities. Examples of this are: Renji Yomo’s ukaku manifesting as talons instead of the signature wings, Ryouko Fueguchi’s petal koukaku, etc. Due to this, customising and wielding an abnormal kagune requires a high amount of creativity.

### **CLONING**

Allows users to “detach” their kagune into a full bodied clone of their original host. However once the originator dies all other Kagune Clones are deactivated. Alternatively, if the host is severely injured/loses concentration or their kakuhou is damaged, the clones will deactivate. Anything consumed by clones will be lost unless safely retracted by the host. All clones manifested are unable to utilise any traits except physical (e.g. enhanced abilities, chimaeras, abnormal kagunes). When a clone is destroyed prematurely, the user will take damage dependent on rank (can be regenerated). These clones are not sentient beings, and because of this,  require orders from the host to function properly.

* UNAVAILABLE TO UKAKU USERS

**C Rate (1000 RC)** - Can manage a single clone, and upon losing that clone, an entire limb will be lost. If this clone takes damage on the kagune or body, it will instantly disintegrate, proving only really useful for leading pursuers in a false direction. It can also only be given a command pre-separation, and it will execute that command. Valid commands for example would be 'Run in this direction' or 'Stand here', and more vague commands like "Attack this" will be invalid. After the clone is killed, regardless of regenerative capabilities, it cannot be summoned again.

**B Rate (2000 RC)** - Can manage two clones now, and upon losing a clone they will end up losing half of a limb. For example, a single clone being destroyed could take off your arm down to the elbow. Both could take off your arms down to their elbows, or completely remove one arm. This clone can take hits to the kagune now without disintegrating, but the kagune will break in a single hit from a quinque, regardless of relative strength. Any hits on the actual clone will result in it instantly disintegrating. As before, commands must be given to it before it separates, and it cannot do anything that it was not told to do after separation. After a clone or both clones are killed, only one can be summoned again. After the re-summoned clone is killed, no more can be summoned, to a maximum of three clones.

**A Rate (3500 RC)** - Can now manage three clones, and upon losing a clone they will lose an outer extremity (I.E. a hand or a foot.) Clones now have the relative kagune durability of a B Rate at this stage, but still possess no body durability. While commands must still be given pre-separation, these commands can be more vague, and can include attacking targets. After all a clone is destroyed, you are still only able to summon one more beyond the three before you cannot summon any more, to a maximum of four clones.

**S Rate (5000 RC)** - Can now manage five clones, and upon losing a clone they lose a single finger or toe. Clones now have the relative kagune durability of A Rate at this stage, and have enough durability that if a limb is cut or dismembered, the clone will remain, though it will be obvious due to the lack of blood that it is a clone. Clones can now be given complicated commands, however they must still be given them before separation, and lack adaptability past quick strikes. You can now summon two more additional clones when one or more clones are destroyed, to a maximum of seven clones.

**SS Rate (10000 RC)** - Can still only manage five clones, and upon losing a clone they still lose a finger or toe. Clones now have the relative kagune durability of an S Rate at this stage, and have enough durability that fatal damage is required to make the clone disintegrate. Clones now also receive the ability to be given commands directly from the host, and for all intensive purposes can now fight with the host. Can still only summon two additional clones past the five, for a maximum of seven.

**SSS Rate (17000 RC)** - Can still only manage five clones, and upon losing a clone there are no physical drawbacks on the user. Clones now have the relative kagune durability of an SS Rate, and still require fatal damage to destroy them. Clones now also have the ability to mimic fake blood, and can use non-physical traits at the cost of their kagune being destroyed after a single turn of using the trait. Can summon an additional three clones past the five, for a maximum of eight clones.

### **DETACHABLE KAGUNE\***

Though the method has still not been explained, some ghouls possess a rare ability to detach part of their kagune. This detached piece maintains its traits for some time, and continues to function separate from the main body. Detached kagune will maintain the properties and size (can be smaller) of your original kagune. Detachment can be used in several ways:

* **kagune weapon**, which allows users to detach their kagune and wield them separately as swords, the user’s kagune must be manifested while in use and requires training.
* **kagune wall**, which buries into the ground and sprouts like a thorn bush or other organic barriers. It extends itself to fill the entire area, making passage impossible.
* **kagune trap**, which can be buried within any surface, and coils up on itself. These traps are motion-triggered, bursting from their hiding place to impale what has set them off.
* **kagune fragment**, which allows users to break down their tendrils into small fragments that can be thrown as projectiles. fragments are unable to recombine into the tendril.
* **kagune signal**, which is able to transmit data similar to a distress signal. A small piece of kagune can reveal the owner's location. It has only been shown to work one-way so far.

* UNAVAILABLE TO OGGAI

### **HEALING KAGUNE\***

Certain ghouls demonstrate the ability of healing not only themselves, but also other individuals around them! Ghouls who possess a healing kagune are able to heal wounds from any other species as if they were their own—for example, healing someone else’s stomach wound would take the same amount of time and effort as if it were your own wound. Ghouls with this ability typically have a faster rate of regeneration. You will jump two levels in the Regeneration system. This is stackable with rinkaku regeneration.

* Cannot stack with Enhanced Regen.

### **PSEUDO-ELECTROKINESIS\***

The user is able to generate electricity around their kagune in a lightning-like aura, which can then be utilised in an offensive and destructive manner. The ability is extremely versatile, although there is no guarantee that the power can be controlled and wielded accurately. Disclaimer: although canonically the power is only found in ukaku ghouls and is a hereditary trait, for the sake of this server, it can be used by all RC types. However, ukaku ghouls will typically gain more precision and control over the ability.)

Electricity generated by pseudo-electrokinetic kagune/quinque does not affect kagune material.

UNAVAILABLE TO SPECIAL RACES.

### **PSEUDO-PYROKINESIS\***

This ability is relatively self-explanatory. The emissions from concentrated RC cells ignite, producing flames which may surround the kagune and the user; the user typically gains high resistance to temperature, making them relatively unscathed by their own flames. When paired with Kakuja forms, the heat of the fire may exceed 4,000 Celsius (inner core of the Earth is a little more than 5,000 Celsius), and the user gains the ability to exhale flames. Note: without kakuja, the flames will not reach quite such high heat intensity, but will still be more than enough to burn opponents.
Flames generated by pseudo-pyrokinetic kagune/quinque does not affect kagune material.

* UNAVAILABLE TO SPECIAL RACES.

‘C’ Rate - 500-700 Degrees  Fahrenheit

B’ Rate - 700-1000 Degrees Fahrenheit

‘A’ Rate - 1000-1500 Degrees Fahrenheit

‘S’  Rate - 1500-2000 Degrees Fahrenheit

‘SS rate’ - 2000-2500 Degrees Fahrenheit

‘SSS’ Rate - 2500-3000 Degrees Fahrenheit

Kakuja State - 3000-4000 Degrees Fahrenheit

### **PSEUDO-TOXIKINESIS**

It's easy to explain this power. The RC cells operate in a manner similar to RC-backflow, with the exception that you send your own RC Cells into the body of your opponent. These RC-cells start to cause havoc inside the body of the adversary. Naturally, the potency and strength of this toxin depend on how strong the ghoul/quinque is, depending on your RC rating. This power has a hallucinogenic effect in addition to causing nausea, vomiting, and loss of control over the limbs. If the ghoul or quinque has a kakuja, the toxins render the regeneration useless. Use caution. Some Ghouls and humans have the ability to counteract the effects of the toxins,  with enhanced endurance.
For toxins to take effect, the kagune must pierce skin (as opposed to a ghoul’s kagune), as the toxin cannot be absorbed via the kagune.

* UNAVAILABLE TO SPECIAL RACES.

‘C’ Rate - Scratches (5 turns to set in.)/Impales/gouges (takes 4 turns to set in.

B’ Rate -Scratches (4 turns to set in.)/Impales/gouges (takes 3 turns to set in.)

‘A’ Rate - Scratches (3 turns to set in.)/Impales/gouges (Takes 2 turns to set in.)

‘S’  Rate - Scratches (2 turns to set in.)/Impales/gouges (2 turns to set in.)

‘SS rate’ - Scratches (2 turns to set in.)/Impales/gouges (1 turn to set in.)

‘SSS’ Rate - Scratches (1 turn to set in.)/Impales/gouges (instantly  sets  in.)

Kakuja State - Nullifies Regeneration

### **PSEUDO-ACIDOKINESIS**

Acidokinesis otherwise known as Acid Manipulation is an ability in which ghouls can produce an acidic substance from their kakuhou, which the coats the kagune.

Acid generated by pseudo-acidokinesis does not affect/eat away at kagune material/quinque.

* UNAVAILABLE TO SPECIAL RACES.

### **RC-BACKFLOW**

Through this ability, you have found a way to combat those who are stronger than you. You can send your opponents' RC cells back into their bodies at such a rate that the opposing kagune bursts after contact. This effect works best against those with the same RC type as you; otherwise, you run a **25%** chance of “exploding” yourself if the RC difference is too high.

* The effect activates even if your own kagune is damaged as long as contact is made (ukaku shards and similar projectiles do not count)
* Kagune that are “backflowed” regenerate faster than truly broken ones
* Does not limit or affect what users can do with their kagune once manifested again
* UNAVAILABLE TO QUINX GEN 1 & 2 & OGGAI

### **RC-SUPPRESSION**

Some ghouls are born with or develop the ability to conceal their RC cell count. It is unknown as to how or why this occurs, but the ghoul is able to consciously suppress their RC cells in order to make their RC count appear closer or the same as that of a human. Due to having extremely skilled control of RC in their bodies, they are normally experts at kagune control. While RC is suppressed, the kagune and kakugan are unable to manifest, and regeneration is temporarily halted. They are immune to CRC gas.

### **RC-BLAST \***

The user is capable of releasing a large amount of condensed RC cells and shooting them in the form of a destructive wave or beam with their kagune. This has an extremely high power output and yields cataclysmic results, therefore cannot be precisely controlled.  Utilizing this ability without using the form of a kakuja will result in the destruction of the user’s kagune (may be regenerated very slowly). In the time that this ability is in effect, the user must remain relatively still (charging up takes 2  turns  IRP; consult timing IRP channel), and overuse of the ability will take a devastating toll on the user. Kakuja form is highly recommended with this trait albeit not mandatory.

* UNAVAILABLE TO QUINX GEN 1 & 2  &  OGGAI

### **SHAPESHIFTER**

Shapeshifters manipulate the RC cells in their body to rearrange their own flesh and can go as far as changing their hair and eye colours as well as their voice. However, they cannot change or add their bone structure, height, and reproductive organs. Due to having extremely skilled control of RC in their body, they are normally experts at kagune control.

### **KAGUNE MIMICRY**

You absolute copycat, you’ve somehow managed to gain the ability to “copy” your opponent’s kagune! If they are of the same RC type as you, you are able to mimic the kagune completely, however, if they are of a different RC type, you may only copy some physical attributes (e.g. copying a blue bikaku with spikes would transfer to a blue ukaku with slight spikes when crystalized, etc.)

* You are still limited by your RC level (cannot copy the number of tendrils, kagune properties, etc.)
* You cannot copy your opponent’s traits (with the exception of Abnormal Kagune)
* You can only copy what you see, and this only works within close range of the opponent. You cannot “memorise” said kagune and use them later.
* You will not gain an automatic understanding of the kagune, and will always be better with your original kagune.
* UNAVAILABLE TO BE USED WITH CHIMAERA & RC-ABSORPTION

### **KAGUNE BODY**

Suffered a particularly gnarly attack and had your limbs sliced off in battle? Worry not, you’ve gained the ability to replace your detached limbs with your kagune! Your “kagune” limbs will replace the function of your arms and legs to near perfection, and carry all the properties of your current kagune abilities. However, while this ability is in use, you are unable to manifest your kagune elsewhere.

**Note**: All the traits with an asterisk (\*) next to the name are able to be added to quinques (with conditions). Traits without an asterisk cannot, under any circumstance, be added to quinques.

## Human Traits

### **IRON MAN**

Less of a trait and more of a… well, lets just say you’ve got a ton of little stabby tools at your disposal. You’ll never have to worry about your armoury ever again, you’ve automatically gained access to the Special Investigator gear in the CCG ranking channel, and you’re allowed twice as much equipment per week than the average investigator! Furthermore, you may begin by making one custom A-rate quinque with a total of two traits instead of one.

### **CYBORG**

Again… not exactly a trait, however, through one way or another, you’ve lost a limb. Not to worry, though, who needs a fleshy blob when you can have a prosthetic coated with Q-steel? Through the CCG’s state of art technology, this prosthetic works as perfectly as your lost limb.

* Only coated with a layer of Q-steel, meaning kagune cannot effortlessly slice this in half, however, with enough brute force this will still crack & break, like a quinque.
	+ If broken, you may get it repaired after your RP
* You may only have one of these special prosthetics (can choose, right arm, left leg, etc.)

## SHARED TRAITS

### **ENHANCED REGENERATION**

This allow the user to have a faster than average recovery rate; if only human, you will see a decline in risk of sickness and infection, and find yourself back in the field a lot faster than the rest of your comrades who received similar injuries (note: you do not regenerate like a ghoul). If ghoul, or part ghoul, this allows small injuries to heal near-instantaneously,  Additionally, once you reach 10k RC, you acquire the innate ability to quickly reattach severed limbs with RC strings. This power has a 7-foot range. You gain a resistance to Toxi.

Remember: this is not magic! You will most likely need to eat a fair amount more to replenish your strength. You will jump +2 levels in the Regeneration system, stackable with rinkaku.

* Cannot stack with Healing Kagune

### **ENHANCED STRENGTH**

This allows the user to be physically stronger than those of similar rank, rating, or stature as themselves (+1 rank above your current). For example, you may punch harder, kick with more power, or potentially even crush bones with your bare fists if trained enough. This effect extends to those with kagune, however, does not make your kagune stronger in composition, it merely adds power to your strikes. Be careful to know your own limits and not damage your own body!

### **ENHANCED SPEED**

This allows the user to be faster than those of similar rank, rating, or stature as themselves (+1 rank above your current). While this does not increase your reaction time, it allows you to move swiftly with your movements and helps you stay one step ahead of opponents! Careful, endurance exists.

### **ENHANCED ENDURANCE**

This allows the user to have a higher endurance than those of similar rank, rating, or stature as themselves (+1 rank above your current). You typically possess a higher pain tolerance to injuries, and can withstand quite a beating before losing consciousness. You have increased stamina and an iron will. With Enhanced Endurance you’ve gained abnormal Toxin immunity to Pseudo-Toxikinesis.

### **ENHANCED SENSES**

This allows the user to have keener senses than those of similar rank, rating, or stature as themselves (+1 rank above your current). Not only are your five senses heightened, you also gain a sixth sense of sorts! You have a knack of predicting movements with your scary intuition, and you seem to have a way of wiggling out of sticky situations! Long story short, you won’t ever fall for the same trick twice! You’ve got a spidey sense for danger, and… if you concentrate… you may even be able to see through a Shapeshifter’s tricks!

### **ENHANCED AGILITY**

This allows the user to have an almost unnatural amount of flexibility than those of similar rank, rating, or stature as themselves (+1 rank above your current). You’re a slippery fellow, and look, you’ve even got slightly enhanced reflexes! At this point, you may as well be an octopus.

### **PAIN TOLERANCE**

You’ve somehow landed with inhuman amounts of pain tolerance and durability, able to shrug off getting torn open through the stomach, sliced in half, both physical and psychological torture, and taking numerous harsh blows from talented opponents all while showing little to no pain or discomfort at being repeatedly brutalised. All these attempts at being hurt feel ticklish to you, however, this is a double-edged sword. As you do not gain any extra regeneration, you may have difficulties knowing your limits, and an inability to feel pain may lead to you bleeding out from unidentified wounds.

### **SHARPSHOOTER**

Sharpshooters have naturally keen senses from long range, they have insane accuracy at a distance and are made to take out targets while safely hidden away, they are typically highly versed in ranged combat, although slightly lacking when cornered. This allows the user to have heightened reaction times and aim, but a notable decrease in endurance. This trait mostly benefits ukaku ghouls, ones with kagune fragments, and ukaku-style quinques.