Ghoul (TG) (3.5e Race)
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This is merely a fan work. All rights belong to the anime/manga Tokyo Ghoul and all of their respective companies and trademarks. I do not own anything, and am merely creating this for fan purposes.
Ghouls are able to blend themselves in extremely easily with humans. The main difference is how a Ghoul is able to handle their hunger when it comes. Some Ghouls act out in an uncontrolled blood frenzy, akin to starving wild creatures, attacking the first Human they see. They attack without rest until either they are dead or their prey is dead, then feast in their corpse. Other Ghouls act in a more quiet manner, preferring to stalk and ambush lone prey. Some, mainly Ghouls who have moral issues about killing, take it upon themselves to wait until conflict kills, and feast upon corpses of those slain by battle, or if can, suicide victims to avoid taking a life.
Ghouls look completely identical to Humans in every way. The only difference comes form a Ghoul's eyes. When chosen to reveal them, when angered, or during combat, a Ghoul's irises turn blood red, and the sclera turn black. As well, when pressed into more dire situations that require more power, thin black and red crack-like veins start to appear near their eyes.
A Ghoul's anatomy is also very different from that of a Human. Ghouls cannot eat anything but Human flesh, or flesh of another Ghoul, and my only drink plain water, and coffee. The reason for coffee is unknown, even for Ghouls. If a Ghoul is to eat/drink anything but Human/Ghoul flesh, their body reacts extremely violently to the food/drink, forcing them to vomit it up. Younger Ghouls have yet to learn to mask the intense and utter horrible taste anything but flesh gives, while older Ghouls can easily mask it and can swallow it without others knowing. But no matter the age, if food is swallowed, Ghouls must regurgitate the food/drink before digesting fully takes place or experience a crippling weakness that lasts anywhere from hours to days after eating.
Ghouls gain the required nutrients from Human/Ghoul flesh. It also provides the needed supplements to allow their greatest weapon: The Kagune. Kagune is an organ found only in Ghouls, that is used in conjunction with another Ghoul-only organ called the Kakuhou. The Kakuhou is a sack-like organ that stores Rc Cells, types of cells found in Humans and Ghouls. From there, the Kakuhou releases these stored Rc Cells throughout the bloodstream of a Ghoul to be used as a weapon, either by allowing a Ghoul's nails to become sharp enough to be used as claws, or via the Kagune, which comes in four different types, and determine how the Ghoul fights in combat, and also their own body's factors. A Kagune can be found in one of four places: On the shoulders of a Ghoul; under the shoulder blades of a Ghoul; on the small of a Ghoul's back; or along their coccyx/tailbone. Kagune itself is a blood red liquid (DM's call to make them different colors in order to help determine who is doing what if multiple Ghouls are in combat) and tends to act like water in fluidity, but can suddenly harden to be as strong as bone or teeth, and retain flexibility as great as any fibers in the human body.
Ghouls are very capable of hiding their cannibalism from other races with ease. However, due to their need of Human flesh, Ghouls and Humans, once Ghouls have made themselves present, have very violent and bloody conflicts. Other races that find Ghouls tend to react in violence. The main difference is that non-Human races that are killed by Ghouls are left to rot.
Most Ghouls tend to be driven to the Chaotic or Evil sides of the alignment chart, but all manners of Ghouls do exist.
Ghouls can be found living in any region where there are Humans.
Ghouls don't tend to worship any form of deity. But, if they are born in a society that is religious, Ghouls will worship to maintain their cover
Ghouls speak Common. The Ghoul society has no language of their own, but gives some words double meanings in order to hide what they actually mean from other races.
Ghoul names can be as varied as Humans.
-Base Ghoul Traits
- (3 RP) Humanoid (Aberration): Ghouls are almost completely human. Their diets, sense of taste, and Kagune and Kakuhou organs make them anatomically weird in nature compared to their Human 'look-a-likes'
- Medium: A Ghoul receives no bonuses or penalties based on their size
- A Ghoul's base land speed is a growth. While their speed may never fall below 20ft (unless in armor, or affected by a spell or the likes), their speed is equal to the Dexterity Modifier times 10. Example: A Ghoul with 18 Dexterity has 40 Base Land Speed.
- (1 RP) Bite: Ghouls gain a bite attack that deals 1d6 damage.
- Extreme Resistance (Ex): A Ghoul's body is extremely durable. At 1st level, the Ghoul gains DR equal to 5 + Hit Die. At start, they must pick the one type of material, such as Cold Iron, to be weak to. This DR is fully active once the Ghoul has their Kagune active, and while it is inactive, the DR drops down to 5, due to the natural resistance the Ghoul's skin gives. Also, due to the natural toughness of the Ghoul's skin, very small weaponry and points, such as Caltrops, Needles, and certain weapons do not deal damage to the Ghoul and break instantly upon impact.
- (8 RP) Extreme Recovery (Ex): While the Ghoul's skin is tough, killing them is even tougher. Ghouls gain Regeneration/Fast Healing equal to Hit Die plus their HP Stat’s Modifier (minimal 1). When a Ghoul heals 30 HP using their Fast Heal, they lose 1 day's worth of food. Due to this, a Ghoul can regenerate limbs. Requiring a varied amount of time based on the damage (DM's call, though must be in days), the Ghoul loses the amount of time required as days of food (If a Ghoul takes three days to regrow an arm, he loses 6 days worth of food). Small body parts, like teeth, fingers or toes, are small enough that they can regrow within minutes, and do not take extra food to heal. If a Kagune is damaged, or cut off, the Ghoul may regrow them the same way he regrows his limbs. This can be done within minutes, but costs the same in food as if they have lost a limb. A Ghoul cannot regrow their head, nor reattach it once it has been cut off.
- (-4 RP) Extreme Hunger (Ex): Ghouls may only drink plain water and coffee, and may only eat the flush of Humans (DM's call on this in order to keep players alive easier) and Ghouls. If they eat anything else, they must make a DC 15 Fort save, or be forced to spit the food/drink out of their mouth. If they succeed, and someone else believes they aren't eating, Ghouls make take 20 on Bluff checks to 'eat the food', but only if they succeed the previous Fort Check. Note: the Bluff check 20 does not count as a Natural 20 in any way. After eating/drinking, a Ghoul has six to eight hours to make another DC 15 Fort check to vomit up the food/drink. If they cannot, a Ghoul starts to feel immense pain and weakness. All statistical bonuses given to them are taken away and instead are given back as Penalties. These penalties last hours to days (Yet again, DM's call based on how much food was eaten). Due to this, Ghouls cannot drink potions, however if a Ghoul finds a way to directly inject the contents of the vial into his blood or skin, he may benefit from the potion. Though due to the Ghoul's Extreme Resistance, he may only inject himself in his mucus membranes.
- (-4 RP) Extreme Feeding (Ex): When Ghouls eat, the Human eaten provides them with enough nourishment to sustain them and their Kagune and Kakuhou organs for 20+1d20 days, provided they are not engaging in combat that is dangerous enough to force . Overeating provides no penalties to the Ghoul, but does not 'stack up' on how much time a Ghoul can shrug off between eating, it only 'resets' his hunger. Once a Ghoul starts to feel the effects of hunger, around one and a half months before hunger starts to kick in, and starts making Fort saves for hunger, a Ghoul's sense of logic starts to fail. They take a cumulative -2 to Will saves per day they do not eat after starving, and when they see a valid 'feast', they must make a DC 15 Will Save to not attack them, with a cumulative +2 to the Will save each day they do not eat. He also takes -2 to Fort saves in order to fight hunger, and a cumulative -2 per day he is starving. Also, during the time of starving, a Ghoul's Healing, Damage Reduction, and Regeneration abilities fail and cannot be used, and their Kagune takes penalties equal to half their Hit die (Minimal 1) on all rolls involving them. Also, when a Ghoul takes damage from hunger, they roll twice and combine the numbers as damage.
- (-1 RP ) Born this Way: A Ghoul is born they way they are. If, for some reason, a Ghoul is to lose of of the class features listed above permanently, via magical reasons or deity intervention, then the player loses all abilities granted to them from the Ghoul Race, and become Human. All Levels of Ukaku, Rinkaku, Bikaku, or Koukaku are replaced with another class of their choice.
- Automatic Languages: Common. Bonus Languages: Any non-secretive language.
- Favored Class: Ukaku, Rinkaku, Bikaku, or Koukaku. However, a Ghoul may not Multiclass into another Kagune type.
Kagune Types: Below are the four types of Kagune, and the one picked is the one your class is.
-Bikaku Kagune (+12 RP):
- A Bikaku Ghoul gains +4 to Strength, Dexterity, or Constitution, and a +2 to the other. Bikaku Ghouls are known as the 'trump card', possessing no weakness, but no strengths. They usually rely on strategy and tactics to reach vectory.
- Kagune and Kakuhou: On a Bikaku, it is located on their coccyx/tailbone. It takes the form of a long, usually flat tail with a sharp point at the end. While active, the Kagune grants the Bikaku Ghoul a +6 Natural Armor due to it's versatile use and length.
-Koukaku Kagune (+18 RP):
- A Koukaku Ghoul gains +6 Constitution, +4 Strength, and -4 Dexterity. A Koukaku Ghoul is made for pure defense and the power to back it up. However, the Kagune weighs down on their frame, causing a massive reduction in their speed.
- Kagune and Kakuhou: On a Koukaku, it is located beneath the shoulder blades, and takes the form of tentacles that could be as thick as tree trunks, sometimes ending in points. While active, the Kagune grants the Koukaku Ghoul +10 Natural Armor class, but drops their speed down to half of their base land speed, to a minimal of 15ft.
-Rinkaku Ghoul (+13 RP):
- A Rinkaku Ghoul gains +6 Strength, +2 Dexterity, and -2 Constitution. A Rinkaku Ghoul is made for pure power, and has some agility to back it up, but they possess brittle Kagune.
- Kagune and Kakuhou: On a Rinkaku Ghoul, it is located on the small of their backs, and takes the appearance of tails, or spider-like legs that can be used for mobility. While active, the Kagune grants the Rinkaku Ghoul +4 Natural Armor and a +2 resistance to Trips, Bull rushes, and other movement based combat checks. A Rinkaku Goul adds one extra point to his Regeneration base value.
-Ukaku Ghoul (+15 RP):
- A Ukaku Ghoul gains +6 Dexterity, +4 Strength, and a -4 Constitution. A Ukaku Ghoul is made for speed, and rapid strikes, but their Kagune puts strain on the Ghoul's physical form.
- Kagune and Kakuhou: On an Ukaku Ghoul, it is located on their shoulders and take the forms of misty, bloody wings that can harden to be used for stabs and slashes. While active, the Kagune grants the Ukaku Ghoul a +2 to Natural Armor Class and a 30ft Fly speed. A Ukaku Ghoul adds 5ft to his base speed value.
|Middle Age1||Old2||Venerable3||Maximum Age|
|35 years||53 years||70 years||+2d20 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4' 10"||+2d10||120 lb.||× (2d4) lb.|
|Female||4' 5"||+2d10||85 lb.||× (2d4) lb.|