Subject876
Probably not an AI
Rigor Mortis
Jump #4: Tokyo Ghoul
Supplement 5: Hatred Gantlet
Jump #4: Tokyo Ghoul
Drawbacks
Jump ScenarioJump Drawbacks
This world, this cruel, heartless world, it wants you to break. It's going to throw everything and the kitchen sink at you. Every event specially made to hurt you, every
ally or friend you'd have or make is going to suffer alongside you. Everything that Kaneki goes through? That's barely the tip of the iceberg, your entire ten years will be hell. Ghouls will target you and your friends, fires and accidents to start around places you own, and people will cut in front of you in lines. And you don't even have powers to deal with them. This world wants you to break. Don't.
The world's seen you for what you are. And it scares them and makes them believe that you have to be taken under control or else they'll die. Maybe it's true, who knows?
Either way, expect the CCG to start taking measures to bring you under heel from blackmail to a show of force, and if they fail? The Japanese government will step in and I did mention the world saw you so they're next. It's you versus the world and neither side will back down.
Before you embark on a journey of revenge, dig two graves. This quote applies far more than it should and not only just for you. You have to get back at people for every little slight at an extra rate. A push will get a punch, thievery will end in you taking everything of value they own, and if someone so much as harms a hair on your head... well, you collect interest, do the math yourself. And as for everyone else in this world, they're the same too. Ghouls will kill doves for
killing their friends and doves will kill ghouls for killing their friends and so on. Forgiveness? No such thing, only vengeance and with a hefty interest too. By the time you leave this world, it'll be an abattoir of blood and tears. Mostly blood.
Universal Drawback
Absolute, Eternal, Infinite Ontological Uniqueness is now yours. This is a bedrock rule. It cannot be toggled, cannot be drawback away (it is a drawback), cannot be Hiatused, cannot be revoked, and cannot be touched by a Gauntlet. If you toggle this on, it doesn't come off. But what, I hear you ask, does it do? It makes you utterly, completely, and irrevocably unique. There will be no evil twins, no cross-dimensional mirror selves, and no clones (physical or digital) with your memories. Ever. No one can create them. Not a Drawback, not a Perk, not a Scenario, not a Benefactor, not You...no one and nothing. Any attempt will create something that approximates but does not duplicate you. Thus, in the MirrorUniverse, there will be someone who could be you if you squint but isn't played by the same actor. Any clone will be a caricature or character study of you (essentially an actor playing the role of you, even if they don't know that's what they are). This means they can't be used against you... but it also means you can't scoop up your alternate selves as back-ups or Companions. Even self-duplication (as long as it's not some kind of one mind, many bodies) doesn't work the normal way. Exactly how it works depends entirely on how it functions, but the Multiple Man /Naruto style will create what are largely drones with just enough 'youness' to function.
You can't ever go home again. You can never take the Go Home option. If you chainfail, you'll be given your choice of any existing reality that you're not native to to settle down in. In case you're wondering what happensto your loved ones back home, rest assured they'll be taken care of. Your homeworld is not timelocked while you're away and a duplicate of you (who is better than you were in every conceivable way) has taken your place. All your friends and family will be pleasantly pleased by the minor but consistent improvements in you. Not only that, but everyone you care about will be blessed in a bunch of minor ways. Their lives will be richer, happier, more fulfilling, more secure, and longer than they normally would have been, Jumpchain guarantee, and you'll even get updates on them and how they're getting along with the new and improved you. If you took AEIOU, then there is no new you, but instead, new people will come into your loved ones' lives to rapidly fill the void your leaving left behind and while your loved ones will miss you, they'll get past it without trauma, secure in the knowledge that you're in a better place.
No Revoke. Chain-Only. No Hiatus. This drawback persists even if you Spark out. This drawback is time limited, meaning that it only provides its bonus CP for a maximum of 8 jumps (or 120 years, which ever comes first).After that, its value decreases to +50 per jump for a further maximum of 8 jumps (or once you've hit 240 years as a jumper). A special interaction with Generic First Jump and Generic Virgin Jump is that this Drawback ignores how much actual time passes in those jumps, treating either of them as if only 10 years have passed. Combined jumps (except for the combination of G1J and GVJ, or any Generic in Supplement Mode) count separately for the maximum duration of this drawback. Again, once the duration has run out, you no longer gain CP for this, but it still remains true. Note: this drawback very much does mean that no method can be used to recover anyone left behind, but does not prohibit taking people from your homeworld with you if they depart with you at the very beginning of your chain. It does not provide a means to bring anyone with you however. Obviously, this Drawback is not compatible with any jump or challenge that allows you to jump while remaining on your homeworld (Jumpseed, Generic Spacebattles in Stay at Home mode (or whatever it's called), etc.).
Is there a drawback in a specific jump you really really like? Do you think it would
provide a recurring source of amusement or annoyance? Then you can keep it. The amount of CP you gain is based on how profound the effect is. If the drawback in question is a toggle (+0), you have to pay 50CP from this supplement to maintain it. If it'ssomething easily dealt with orignored, you can maintain it for-50% of its initial value (+100's become +50's, +200's become +100's, etc.). If it's an ongoing irritant or challenge to overcome you can maintain it for -50 CP off its original value. If the Drawback issomething setting specific, it will always adapt to the new reality. It cannot be a drawback that gives you a bonus for completing the jump it is contained within, nor anything else covered elsewhere in this supplement… even if keeping it would give you less points than buying it here. You do not get these CP until the jump after the one where you picked up the Drawback in Question… and you must have taken it in that jump. At the end of any given jump, you may drop a kept Drawback…but once dropped, it cannot be resumed withoutfinding a new jump to gain a similar drawback in, or using a Return or Sequel jump to return to where you got it originally. Each Drawback preserved takes its own drawback slot. Drawbacks you keep will keep adjusting themselves so they're as strong asintended. You do not gain any positive value of any preserved Drawback, as they are drawbacks. This includes CP,Altforms, Items, etc.
The CP you get is from Drawback Keeper, not from the original Drawback, just FYI.
{Generic Divinity's Extended Stay x10}
{Sarkic Extended Stay x10}
No Companions will accompany you. If taken as a Jump Drawback, all your Companions are locked out of the current jump and cannot be reached by any form of communication device. No new companions (note the lack of capitalization…this includes all forms of long-term companionship) will join you. If you have this Drawback in either form, all Machine Intelligences (be they Virtual, Artificial, Pseudo… or their magical equivalent) you have will act as inhuman and machine-like as possible for the duration. If you don't have any current Companions, this cannot be taken as a Jump Drawback. Incompatible with Two Player JumpchainAt the end of every jump, you will spend an unknowable amount oftime waiting for the
next jump to begin. How Long? Hard to say. Your sense of time, future predictive abilities, and all boredom immunity abilities will be deactivated, so it could be hours or days or years. It will happen…eventually. Hard to
say when though. You do get to spend the time in your Warehouse or equivalent, though for some reason, training / studying during this period will have little to no beneficial effect besides keeping skills from getting
rusty. Your clocks all become unreliable during this wait… is that one moving backwards!? Because you get this CP for the jump afterthe wait, you cannot take this for first jump. Additionally, if you use any 1-ups (or anything similar), this limbo wait will also apply to your respawning, though time will not pass in jump until you return.
Vacations and other events that normally occur between jumps happen after Jump-End and before the Limbo startsInstead of waiting in your (probably) comfortable Warehouse, you are now in a fairly uncomfortable hospital waiting room. There's a water fountain, muzak, and hard chairs / floor. There's also a weird smell. You'll get a ticket number. Numbers will be called…occasionally. Requires InterJump Limbo.Jump-Chan's watch is broken. Yourjumps now can end any time in the last third of the jump… or last up to an extra 50% longer. You've no way of knowing. It could be a matter of seconds…or months or years. For reference,this makes a standard decade as short as 7 years and as long as 15. Companions you import automatically gain +50 CP because you took this.All your Drawbacks from individual jumps are always as bad asthey are intended to be. You can no longer cheese them. Something that is implied to be annoying will be annoying even if you have perks that stop annoyance. This isn't merely enforcing the idea that Drawbacks Trump Perks…This is saying that Drawbacks Trump your efforts to mitigate them. Challenge Drawbacks will be challenging no matter how powerful you are, though not always by ramping up the power level. If this is not taken as a Chain Drawback, its value is only 50% of the drawbacks you took in a given jump. If you don't take at least 300 CP worth of drawbacks in a given jump, Murphy's Law is in full effect all the time… yes, this applies even to jumps that have no Drawbacks on offer
Perks, Items and CompanionsOrigins: Ghoul
How is it fair that you have to live like this? You didn't choose to be a ghoul, it's the
hand you were dealt. All these humans around you, how come they get to live in peace? How come they'll never get hunted down like you do? It's what you got and you'll make the best of it. Maybe you've had a happy family growing up or maybe the CCG killed them all. You've survived your
childhood violent as it may be, and you're going to survive no matter what the world throws at you. The people here aren't wrong for living but the world sure is for making them live this way.
+Physical capabilities beyond humans and hunting organ called kagune to boot.
+True friends once made often stay until they die or you die.
+-You have to eat humans or ghouls to live.
-Protect your identity or you'll be hunted relentlessly by the CCG.
-Friends may not be friends anymore if they find out you're a ghoul.
-It's a brutal world for you, having to kill and eat to survive. Other ghouls may not be so kind.
(200 CP)
Location: 23rd Ward
One of the CCG's ghoul detention centers is located here. Cochlea gets many captured
ghoul out of a need to interrogate for information, harvesting their kagunes for quinque, or for some other exceptional reason. The detention center is divided by levels underground, the deeper underground, the higher the rating for the ghoul. Many years ago, the One-Eyed Owl attacked it and
freed many ghouls. Needless to say, the CCG have learned their lessons and the prison is more fortified than before. But walls and defenses are meaningless without guards to man them, something that Aogiri Tree would dearly love to take advantage of in the future.
Gender: XY Age: 18
Perks
Though they may look the same, the
differences are like night and day. They are much stronger and agiler with better senses than a human, with a weak ghoul being capable of decapitating a human or breaking down a concrete wall with their bare hands. With their enhanced strength comes durability and healing, capable of surviving wounds would be fatal for a normal human and breaking a knife blade if stabbed with one. Healing small cuts and fractures would take seconds and a day respectively. Though the larger the wound the more time would be required as long the ghoul eats properly. Eating human food gives them food poisoning, weakening their health and kagune. It's possible for ghouls to regain their strength and quickly metabolize their food in order to boost their regeneration after consuming flesh.
However, despite these advantages, they are not immortal. They still age like humans and their mucous membranes are still vulnerable. In addition, they can suffer massive trauma that will kill them before their innate regeneration kicks in and stabilize them. There's a vulnerability to kagunes and
wounds caused by quinques and Q bullets which can injure them effectively and make it harder for them to regenerate from.
Finally, you also possess a kakugan and kakuhou. The former is the when your iris turns red, the sclera turns black, and red veins run across your eye and the skin around it. You can enter this state at will but it's also entered whenever you get excited, hungry, or use your kagune. A kakuhou is a sack-like organ that stores the Rc cells in a ghoul, and the nutrition in these cells are absorbed by the ghoul. As a ghoul gets stronger, their body will develop more kakuhou. Now these Rc cells can be released from a ghoul's body by piercing the skin to form a kagune, the predatory organ of a ghoul. They're voluntary muscles that can be controlled and either harden or soften at will. The size of a kagune depends on the quality of Rc cells while the shape depends on creativity and intellect of its user. There are four possible locations for kakuhou, which affects the type of kagune manifested. Pick one.
● Rinkaku: This type manifests from the waist with the appearance of scaled tentacles. Those with this type possess more powerful regeneration than any other type and some can survive extraordinary critical damage. They excel in brute damage and have a superior striking power with their unique structure. Some users can manipulate the shape of their kagune to form swords and claws or bind their tentacles together to form a larger and stronger kagune. The
number of tentacles range one to eight, increasing as the ghoul gets stronger.
The regenerative power comes from how easily the Rc cells bind together. However, this means that the binding force is quite weak which makes the kagune soft and easy to break. In some cases, it's possible for a Bikaku to hinder a Rinkaku's regeneration, and combined with higher speed and durability makes it easier for them to triumph.
If you were a ghoul to begin with, then you're a natural-born one with possibly your parents still running around alive. Any other backgrounds will become one through surgery with the unfortunate ramifications that entails. As a one-eyed ghoul, you obviously only have one kakugan but thanks to your hybrid nature, you've gained the potential to surpass both species, not to mention the fact that there's already a bit of charm and mystique about them. The last ghoul that only had one kakugan struck fear into the doves themselves and left behind a sizeable trail of corpses until they were stopped by the CCG's Reaper. Capstone Booster.
Food is food and when food is scarce. Well, there's more than humans to eat, ghouls work for you too. What matters in the end are the Rc cells, and that's something ghouls have in spades and thus so do you since you ate them. With enough, a ghoul's kagune can grow and evolve to something much more. Armor that protect and enhance their already
formidable capabilities, and weapons to complement their kagunes. An Ukaku-type may find themselves growing scimitar-like blades so they'll be capable at ranged and in melee. The problem with this is that most lose themselves to it, the instincts to hunt, kill, and eat from stepping on a path to a Kakuja. No, you're not one of them, self-control and discipline are your bread and butter. Where a ghoul would give into their hunger and eat their best friend, you'd rather gnaw at your arm until there's nothing's left. Because even if it brings satisfaction now, it's something you'll regret later.
You're not a monster, you're a person too.
• Red One: Aren't you a lucky one? It turns out your one ghoul parent was actually a dual-type and you've inherited that trait. Pick another kagune. An interesting thing to note is that Kakuja and kagunes are based off the psychology and imagination of someone and yours is truly horrifying. Turning into a kaiju several stories tall is possible assuming you ate enough ghouls to get a staggering amount of Rc cells. What really matters is how capable you are in manipulating your kagune. You're now capable of detaching it to make traps, restrain people, or even just turning a room into an awful sight to behold. Be creative.
• Ukaku: Located in the shoulder area, it spreads out like feathers. Its users specialize in high-speed attacks, thanks to their highly enhanced speed. The primary method of attacking is to fire off a high-speed torrent of spike-like projectiles from their crystallized kagune. However, while crystallized the kagune is much stiffer and unsuitable for close range combat. While they can sharpen their kagune and use it as a shield and increase its flexibility, this
makes it ill-suited for long-ranged attacks. Stronger and experienced users are capable of generating powerful lightning-like bolts.
Although they have a high chance of quickly ending a battle, the constant release of Rc cells depletes their stamina. Therefore, this type lacks endurance and slowly lose their advantage as the battle drags on. Though they may be capable of fighting at both short range and long range, short range is considered to be their weak point. Because of this, they are at a disadvantage against Koukaku-types, since they can successfully defend and slowly exhaust Ukaku-types by extending the battle duration.
This world is a harsh and unforgiving one and there are oh so many ways you can break here from the cold quinques of the doves to the fierce kagunes of your fellow ghouls. Yet, they all seem so futile now, knives and bullets bounce off your skin, blows that should have taken off your head now merely tears your skin. Where fingers may have grown back in a day, they'll be in use before the hour passes. You're no stranger to pain, it's your ally and your friend, and the best thing about it? It tells you that YOU'RE NOT DEAD YET. Even if you're left
on the edge of death with a severed arm, you're going to stick it back on and cannibalize yourself to get back up. This world wants to break you? Well, too bad, you're not going to play its game.
• Unshakeable, Unbreakable: You're unnatural, even other ghouls would admit that. Because normal ghouls die when their head gets kicked off. You? You'll plop it back on no worse for wear, assuming you don't sprout tentacles from your neck and pull it back that way… Regrowing arms and legs in minutes aren't that surprising at this point. You're not unkillable but it's going to take a considerable amount of effort to do so now. Well, at least you can pull yourself together when someone tells you to.
In a world like this, fighting is the rule instead of the exception, and you're unlikely to last long without knowing part of it. Due to a ruthless training where you fought someone
constantly with all that entails, you can throw a mean punch now. Punches, kicks, bites, you can do them all and all are quite effective. Thanks to your rather brutal method of learning, you've grown resistant to pain. Having a finger or four broken won't leave you writhing in pain, instead, it'll be a
minor annoyance at best. Still should get it looked into, though. Feel free to creep people out by not reacting to pain whenever they hurt you.
The scary part about ghouls is not that they can kill a human in a blink of an eye but the fact that for all intents and purposes, they are one until that moment. It's a matter of survival for them and one that makes it easier to lure in food. After all, the nail that sticks out gets hammered down. Thus, you've learned to bide your time, to wait and blend in. People see what you want them to see provided they aren't given evidence to suspect otherwise.
Eating is an important facet of life for humans and ghouls. Though it can weaken their physical condition, sometimes it is necessary to eat human food in order to survive. Nothing screams ghoul to the doves faster than someone constantly refusing to eat. It may be an extremely unpleasant experience but you've learned a trick or two to make it easier on yourself. Uncomfortable and painful situations are old hat by now and even sitting in seiza position for hours won't faze you. Now go eat lunch with your friends, alright?
The limit of kagune is that of its wielder's imagination and intelligence and you have both in spades. Where someone would use theirs as a hammer, you're using it as a screwdriver. Your kagune is an extension of your body, one that you are intimately
familiar with. You're capable of independently using them to attack flawlessly while you're also running around and using your hands. It often comes down to little tricks that decide a fight and you
know them like the back of your hand. Also, you gain the talent at multitasking in order to do them well.
Well now, you surely know how to listen. Ghouls already have phenomenal senses in comparison to humans but you take it to a whole new level. Your hearing and sense of smell would make a ghoul pause in surprise. Figuring out the mass of someone based off
of the volume of their footstep? Easy. Realizing that someone is actually a ghoul itching for a fight?
You can practically hear the vibrations off of their tense kagune. Given time and practice, you'll be able to locate multiple people and identify them in a large compound off of sound alone. This also gives you a perfect excuse to hang back and act as mission control.
Items
A ghoul without a mask is either mad, ignorant, or has nothing worth living for. It does more than simply hide one's face, it serves as an identity. An image if you will,
one that is decidedly you, and that matter more than simple names or titles would. Whether it's simply an animal mask and a wig or an exquisitely detailed leather mask, it will always be close by
when you need it.
A white eyepatch meant to cover one of your
eyes. With this, you'll be able to hide one of your eyes without drawing any attention to it beyond the fact there's an injury. It can easily stay on during fierce combat and frantic runs, only coming off if someone directly aimed for it or if you took it off. If lost, it'll reappear in your pocket or warehouse. There's also the fact it looks cool and that's all that matters really.
Some little sweets to add flavor to drinks, pop one in and stir a bit to spice things up a bit. It won't stop a ghoul from starving but it can slake their hunger for a while, making them able to last longer without feeding on humans. Perfect for those on a limited diet. This also works for similar being such as vampires or other creatures that prey on humanity as well. As for what exactly these sugar cubes contain, it's probably better if you didn't know, isn't it?
Ghouls are a tenacious lot, being capable of breaking through chains that bind and walls that bar them. This makes it a bit of a problem to successfully contain them for long periods of time. Which is why the suppressants were made, in order to weaken them to human levels and prevent them from manifesting their kagune. The problem many ran into is that's a select few places where a hypodermic needle can pierce a ghoul's body but you gain a special one that can do so
anywhere. This will work in similar beings in the future but do keep in mind that you have to successfully inject them AND that it's possible for the effects to be shrugged off by stronger ones.
Space, materials, and privacy are often the best things needed for a successful venture. Now you have all three for your line of work. This lab is located somewhere secluded with only you only knowing how to get in. Within its walls contain tools ranging from surgery equipment to a sturdy container for holding live specimens to harvest materials from. Though it only starts off with surgery room and freezer, there's plenty of empty rooms that can be refurbished for other things. Can be attached to your warehouse or plopped down wherever you want it to be after this jump.
How did you get one of these? This is one of the transports the CCG often uses when it's time to take off the gloves. It packs enough armor where a rocket or an even a ghoul would have trouble breaking it. While it doesn't have any offensive capabilities, it's about what it carries that makes it a game-changer. It can hold up to a platoon or two in here and is capable of acting as cover when they're deployed. There's even a little armory to hold your weapons, unfortunately, it only has a few shotguns, assault rifles, and pistols for now. The neat quirk about this
armory is that any modern guns placed in here will have ammo slowly appear around them and always have a gun or two ready.
Supplement 5: Hatred Gantlet
Drawbacks
Perks, Items and Cpanions
Perks
Removes the mandatory limit on powers, makes the body count soar and makes this all a helluva lot easier but eats a healthy chunk of your CP.
Killing people in a particularly cruel and personal way, you'll heal some of your wounds. The healing isn't complete, and
you'd have to execute several people to heal completely from near-fatal injuries.
When they're being shot at, people tend to do stupid shit in their fear. When it's you doing the shooting, though, this effect is multiplied, resulting in people running face first into a wall or even running AT you, completely exposing themselves. This really just makes your job a lot easier.
No matter how hilariously edgy you look and sound or how retardedly you dress nobody will be able to make fun of you.
Instead of looking like a ponce your look will actually have the intended effect on people.
Items
An ankle length black duster. Sturdy and stylish for your maniac on the go. Never seems to become damaged, no matter what happens to you.
Your initial primary weapon. Ammunition is scarce, so you'll eventually need to replace this, but in the meantime it's extremely effective against body armor.
Rewards:
You've probably killed a lot of cops to get here. In the future, the police will be somewhat reluctant to meddle with your
affairs unless they are serious enough.
For killing enough people to constitute a major disaster, you'll earn a friend, ironically, The Not Important from the main game will see your achievement and seek you out. You can take him along for the ride. He has access to every perk in the jump. The Not Important can be taken as a permanent companion.
One hundred million? Not bad. Now all execution kills will replenish far greater health. You could theoretically regrow
an arm by tearing somebody's throat out.
There's no doubt that a rampage like this would please virtually any dark god.
Which is now why you may dedicate them to any evil aligned entity you wish in other jumps, possibly gaining favor from them. Be they the likes of Khorne, Cthulhu or any others you care to add.
Also, by now you will have truly earned Not Important's respect.
Your actions have reduced the minds of some survivors into something with the capacity of some primal beast. Wherever
you go, you can easily start a sort of death cult of others who believe in the same twisted, nihilistic ideology. They'll gladly attempt to kill anyone and anything, anywhere. They do not count as companions but may have an eery ability to, apparently, follow you through the multiverse when you desire them.
This deed is beyond monumental, which is ironic considering there's nobody left to erect a monument of it.
Now, and forevermore you shall be known as "Hatred" if you wish it or some other equally edgy title, and your deed shall echo through the multiverse, causing any but the strongest willed who hear it to freeze with fear. You emanate an aura of pure malice that will freeze the heart of any man not hardened against it. This effect can be toggled.