Armor (Tokyo Ghoul Supplement)

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Arata Serie[edit]

Arata is a series of auto-equipping quinque made from the kakuja of a powerful ghoul. It enhances the user's physical abilities beyond those of a normal human, so that they are able to keep up with SS rated and SSS rated ghouls, even though momentarily. Each Arata model has two states: activated and deactivated. While deactivated the Arata quinque is hidden from sight, looking no different than a suitcase or a plastic backpack, but if the user spends 1 action to activate it, the armor will encase their body, giving them acces to the bonuses listed below each model. Once the battle is over, one can make the armor retract back into its deactivated form using a bonus action.

Arata Proto[edit]

Arata proto or Arata β 0.8 was first developed starting from the kakuhou of a kakuja ghoul, creating the first armor-like quinque. The armor has a disadvantage: as time progresses, the toll on the subject will accumulate, and in consequence, the towering strain.

Statistics[edit]

Wearing an Arata Proto allows one to fight opponents beyond human level, boosting their abilities to match those of a B rated ghoul. While this armor is active an investigator receives a +1 bonus to its Strength modifier and an AC equal to 12 + Constitution modifier. However at the end of each of its turns, while this armor is activated, its user takes 1d4 necrotic damage(this damage can't be reduced in any way).

Arata proto • Ⅱ[edit]

Arata proto • Ⅱ is a revised version of the original prototype, encasing the user's body and face almost entirely as well as an increase in power. Nonetheless, it still puts an immense burden on the body of its user in order to fight even more relentlessly.

Statistics[edit]

Wearing an Arata Proto • Ⅱ allows one to fight opponents beyond human level, boosting their abilities to match those of a A rated ghoul. While this armor is active an investigator receives a +1 bonus to its Dexterity modifier, 5 feet of extra movement and an AC equal to 13 + Constitution modifier. However at the end of each of its turns, while this armor is activated, its user takes 1d6 necrotic damage(this damage can't be reduced in any way).

Arata Joker[edit]

Arata Joker is an advanced version of its predecessors. It has increased power and speed and can more efficiently face rinkaku and ukaku ghouls. This version of the Arata armor includes claw-like blades attached at the hands, as well as several protrusions coming from the upper back area that is used for offensive purposes. Thus, this is effectively the first type of Arata to come with its own weaponry. However, the additional power granted by this upgrades puts an even greater toll on the user, draining even more of their energy during a fight.

Statistics[edit]

Wearing an Arata Joker allows one to fight opponents beyond human level, boosting their abilities to match those of a SS rated ghoul. While this armor is active an investigator receives a +1 bonus to both Strength and Dexterity modifiers, the ability to use the caws to deal 1d4 + Strength modifier slashing damage as a bonus action and an AC equal to 13 + Constitution modifier. However at the end of each of its turns, while this armor is activated, its user takes 1d6 necrotic damage(this damage can't be reduced in any way).

Arata Ⅱ[edit]

Arata Ⅱ is the latest version of the quinque. As with its predecessors, it can encase itself around the user's body to defend them from the assault of SS and higher-rated ghouls. This version fully covers the user's face with a skull-like mask and focuses more on the defense of its user rather than raw strength. Like the model before this version of the Arata armor also includes claw-like blades attached at the hands, but lacks the several protrusions coming from the upper back area.

Statistics[edit]

Wearing an Arata Ⅱ allows one to fight opponents beyond human level, boosting their abilities to match those of a SSS rated ghoul. While this armor is active an investigator receives a +1 bonus to both Strength and Dexterity modifiers, 10 feet of extra movement, the ability to use the caws to deal 1d4 + Strength modifier slashing damage as a bonus action and an AC equal to 14 + Constitution modifier. However at the end of each of its turns, while this armor is activated, its user takes 1d6 necrotic damage(this damage can't be reduced in any way).