Quinx-Information

## Info:

Quinx, like one-eyed ghouls, only develop one kakugan, as opposed to normal ghouls, who develop kakugan in both eyes. When the kakugan is activated, the Quinx have gray sclera in the affected eye rather than black like normal and one-eyed ghouls. Quinx can only digest human food and do not crave human flesh the way half-ghouls and normal ghouls do. Nonetheless, devouring human flesh causes responses from their Rc cells, increasing a Quinx's overall abilities.  Quinx have been shown to have increased physical traits similar to ghouls, such as enhanced strength and agility, though this appears to vary greatly between individuals. A heightened sense (i.e.,  hearing, and sight) is common, as are healing abilities however unfortunately do not retain the ability of picking up scents.

Variants of Quinx

Depending on the Generation of Quinx is dependent on the reputation and how trusted, resilient and how  loyal the investigator is in order to bestow the abilities of a ghoul onto said investigator. Every Quinx starts at Generation 1 where they undergo RC, blood and vital testing in order to determine the synchronization of the frame and the host. After a certain period of time once they reach the rank of First Class they have the option to undergo another surgery which implants Generation 2 technology which grants the Quinx the innate ability to switch frames at will.    Generation 3  of the famed Quinx project, after the stabilization of the 2nd generation Quinx, the CCG made leaps and bounds in advancements that allowed them to make the Quinx stronger. However, this comes at a cost for the Quinx themselves.  Generation 3 Quinx are noted to be incredibly powerful- far more than their peers- however the stabilization shown in the Generation 2 Quinx only went so far. All Generation 3 Quinx are implanted with kakuhou sacks that have undergone RC cell implants, making them more powerful and more unstable, and thus requiring that they have eight frames instead of the original four. Generation 3, are the newest of Quinx’s they possess an abnormal kagune.

### Frames

#### Frame One:

Approximately B Rated in ability and strength (2000 RC), Generation 3 Quinx will stay at Frame One the longest out of the other frames, due to needing their body to adapt to the drastic changes put on their bodies. In this frame, Quinx cannot utilize their kagunes yet.

* Applies to Generation 3

Approximately B Rated in ability and strength (2000 RC), Generation 2 Quinx will often use this frame the most as it helps to conserve energy, as their body is the most adapted to the ‘more minor’ changes of this frame. In this frame, Quinx can utilise their kagune at the level of 2000 RC and generally can use this kagune for the most extended time.

* Applies to Generation 1 and 2

#### Frame Two:

Approximately A Rated in ability and strength (3500 RC), a significant increase, however they're still unable to utilize their kagunes. Frame Two being the end of the adjustment period.

* Applies to Generation  3

Approximately A Rated in ability and strength (3500 RC), quinx are now able to use their kagune to a higher level that is around the level of 3500 RC. This takes more energy from the quinx, but generally is still very manageable.

* Applies to Generation 1 and 2

#### Frame Three:

Approximately A+ Rated in ability and strength (4000 RC), generation 3 quinx are now able to begin utilizing their kagune. At this frame, Gen 1 and 2 quinx show much higher control of their kagune than the Gen 3 quinx do.

* Applies to Generation 1, 2 and 3

#### Frame Four:

Approximately S- Rated in ability and strength (5000 RC) Many quinx will find that it is harder to battle with a quinque at this stage, being that the use of their kagune takes up a lot of their energy stores in the untrained quinx. An individual with years of training may be able to use both simultaneously by managing their energy expenditure.

* Applies to Generation 1 , 2 , 3

#### Frame Five:

Approximately S Rated in ability and strength for Generation 3. - (5500 RC)

#### Frame Five (Frame out)

- This applies only to Generation 1 and 2, An occurrence where the frames fail, and the kagune is released completely, this elevates the Quinx ability to that of 8000 RC.  However, they are unable to stabilize themselves. In order to return from being framed out, they must be defeated in combat. Quinx Generation 1 and 2  that have framed out are incredibly dangerous, and are given a field rating of S Rated, and permission to kill them is authorized to any CCG on site that deem it necessary. For Generation 3 they are approximately  S rated in ability and strength

* Applies to Generation 1 , 2 , 3 ( but is considered Frame out for G1 and G2.)

The Frames beyond this point only apply to Generation 3

Frame Six: Approximately S Rated in ability and strength for Generation (6500 RC)

Frame Seven: Approximately S+ Rated in ability and strength (8000 RC)

Frame Eight: Approximately S+ Rated in ability and strength (9500 RC)

#### Framed Out:

An occurrence where the frames fail, and the kagune is released completely, this elevates the Quinx ability to that of 10000 RC. However, they are unable to stabilize themselves. In order to return from being framed out, they must be defeated in combat. Quinx Generation 3  that have framed out are incredibly dangerous, and are given a field rating of SS Rated, and permission to kill them is authorized to any CCG on site that deem it necessary.

#### Frame Out Rules:

* RTK is Mandatory
* Framing Out is a choice
* Once a Quinx Frames out they become an ARTIFICIAL GHOUL (refer to the species doc under AOEG.)
* Artificial Ghouls RC is capped to the RC they framed out at.