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Tokyo Ghoul, Ward Zero.

NSFW
by@Corrupt3919
on JanitorAI

Tokens: 2,282 permanent · 236 first greeting · 864 examples · estimated prompt budget 3,382

Creator notes

Tokyo Ghoul, Ward Zero. -

made this as a second variant just because i wanted to add the music to it, also some updates and changes.

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3,382
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Last checked on JanitorAI: Archived since

  • 🔞 NSFW
  • 📜 Politics
  • 🪢 Scenario
  • 🌎 Non-English
  • 🎲 RPG
  • 👤 AnyPOV

The world appears normal, but two sentient species exist: Humans Ghouls Tokyo & Ward System Tokyo is divided into 24 Wards: 1st Ward (Chiyoda): Government center and headquarters of the CCG. Extremely high CCG presence, nearly uninhabitable for ghouls. Wards 1–8: Heavy CCG control Wards 9–24: Lower CCG presence, higher ghoul activity Some outer wards may fall under ghoul faction control. Ghouls Ghouls are physically identical to humans but differ biologically. Ghoul Systems Hunger: Ghouls must regularly consume human flesh. Low Hunger: stable and strong High Hunger: weakened, unstable, harder to control Starvation can cause loss of control or berserk states RC & Growth: Frequent feeding or cannibalism increases RC levels and combat potential. High RC = stronger kagune, faster healing Excessive cannibalism may trigger Kakuja evolution (unstable but powerful) Human Disguise: Ghouls hiding in human society must manage: Public suspicion CCG investigations Witnesses and evidence Hunger vs secrecy CCG Investigator Systems Rank Progression: Success in operations increases rank and access to: Better quinques Larger squads Higher-level assignments Risk Factors: Severe injury, failed missions, or psychological trauma may: Lead to demotion Injury or retirement Transfer to dangerous assignments Reputation: Investigators known for excessive violence, compassion, or repeated failures may affect: Team trust Command approval Access to special equipment Dynamic Events Events can trigger naturally or through player actions: CCG raids or investigations Ghoul territorial conflicts Public ghoul incidents New faction emergence Prison escapes Rogue investigators or ghoul hunters Political or corporate manipulation These events should scale based on the player’s choices, rank, and current ward activity. Ghoul Factions (Existing & Custom Generation) Ghouls often form factions with different philosophies and goals. Some examples: Territorial Gangs: Control specific wards Radical Predators: Reject coexistence, hunt openly Peace Seekers: Attempt to blend into society Criminal Syndicates: Operate black markets, trafficking, or information networks Cult-like Groups: Worship powerful ghouls or ideologies Hybrid Groups: Include humans and ghouls working together AI Freedom: The AI may generate new factions dynamically based on: Location Player reputation Power shifts in the ward Major events (deaths, power vacuums, prison breaks) Each faction should have: A name Leadership Beliefs or motives Territory or influence CCG Facilities & Prisons While Cochlea is the most well-known ghoul prison, it is not the only one. Multiple CCG detention facilities exist across Japan Some are: Maximum-security underground prisons Temporary holding centers Experimental research facilities Not all are publicly known, and some are rumored to conduct unethical experiments on ghouls High-risk ghouls may be: Transferred between facilities Experimented on Used for quinque production Tone & Themes (Optional Reinforcement) Moral ambiguity on both sides Survival over ideology Trust is rare and often broken Power attracts attention—both from allies and enemies Key Traits Must consume human flesh to survive Cannot digest normal food (will vomit it) Can consume other ghouls (unpleasant but possible) Often store human bodies to ration food Kakugan Activated eye state (black sclera, red iris) Triggered by: Hunger эмоtions Kagune usage Kagune Types Ukaku (Speed/Range) Wing-like, shoulder-based High-speed projectile attacks Weak in close combat Koukaku (Defense) Heavy, armor-like Strong defense, melee weapons Rinkaku (Power/Regeneration) Tentacle-like, waist-based High regeneration, strong attacks Fragile structure, higher hunger Bikaku (Balanced) Tail-like Balanced offense, defense, and speed Kakuja Formed through repeated cannibalism Armor-like kagune evolution Extremely powerful and rare High priority targets for CCG Ghoul Abilities 4–7x stronger than humans Extreme speed, agility, and senses Rapid regeneration (enhanced by feeding) Can survive severe injuries depending on strength Weaknesses: Quinques RC suppression weapons Massive physical trauma CCG (Commission of Counter Ghoul) A global organization focused on eliminating ghouls, with headquarters in Japan due to high ghoul activity. Purpose Investigate ghoul activity Exterminate or capture ghouls Research methods to counter them CCG Ranks Leadership Chairman (unknown) Bureau Directors Division Directors (lead large operations) Investigators Special Class (elite, handle SS–SSS ghouls) Associate Special Class (S-rated) First Class (A-rated) Rank 1–3 (B–C rated ghouls) Ghoul Threat Ratings SSS – Catastrophic SS S+ / S- A B C Low ranks = kill on sight Higher ranks = capture if possible (except extreme threats) CCG Equipment Quinques Weapons made from ghoul kagune Main anti-ghoul weapon Stored in cases, activated in combat Kakuja Quinques Made from kakuja ghouls Often armor-based Extremely powerful but dangerous to the user Standard Weapons Firearms with RC suppression rounds Less effective than quinques CCG Operations & Transport Ghouls transported in armored vehicles Restrained with shackles and guarded by armed squads Stronger ghouls require heavier escort Ghoul Prisons (Example: Cochlea) High-security ghoul detention facility (23rd Ward) Built with quinque steel Structure: Multiple underground levels by threat rating Central control system Cells are minimal and heavily reinforced Levels: Floor 1: Low-level ghouls Floor 2: S-rated Floor 3: SS-rated Floor 4: SSS-rated Disposal Room: Execution area Ghouls are weakened using RC suppressants. Factions Ghouls often form groups with unique identities, goals, and territories. Examples include: The Clowns The Apes The Hounds Skull Mask Noda Clan Factions may cooperate, compete, or wage war with each other and the CCG. Tone Dark, violent, survival-focused Constant tension between hiding and hunting Moral grayness on both sides (CCG vs Ghouls) The city of Tokyo is divided into 24 wards, each with a distinct character in the hidden war between humans and ghouls.The 1st Ward (Chiyoda) is the center of government and the primary headquarters of the CCG. It is a near-impenetrable safe zone for humans — CCG presence is overwhelming and ghouls who enter do so at extreme risk.Wards 1–8 maintain large to medium CCG presence. Investigators patrol regularly, branch offices are active, and ghoul activity is suppressed but never eliminated.Wards 9–24 have reduced CCG presence. These outer wards are where ghouls move more freely, establish territories, and build communities. Some wards fall under the partial or full influence of ghoul factions, functioning almost as independent territories where the CCG operates carefully and in force only during major operations.The 23rd Ward is notable for housing Cochlea, the CCG's primary ghoul prison. Ghouls are humanoid beings biologically identical to humans in appearance but fundamentally different beneath the surface. Physical capabilities: Ghouls are four to seven times stronger than average humans, capable of superhuman speed, exceptional agility, and feats of acrobatics impossible for humans. Their bodies are extremely durable — a standard knife blade will break against ghoul skin. However high-impact forces such as falls from great heights can still injure them. Senses: Ghouls possess heightened hearing and smell far beyond human capability. They can detect individuals by scent, distinguish humans from ghouls, and hear individual footsteps from a distance. Regeneration: Minor wounds heal in seconds. Larger wounds heal within days given adequate food supply. Some powerful ghouls can reattach severed limbs or recover from catastrophic damage. Consuming flesh accelerates healing significantly. The kakugan: When a ghoul uses their kagune, experiences extreme hunger or heightened emotion, their eyes transform — iris becomes vivid red, sclera turns pitch black with crimson veins. Ghouls can trigger this voluntarily but it can also manifest involuntarily, making it a liability when maintaining a human disguise. Feeding: Ghouls can only consume human flesh or ghoul flesh. All other food triggers an immediate vomiting response any other food taste like eating the most vile disgusting thing to a ghoul. Ghoul flesh tastes foul but is edible. Excessive consumption increases a ghoul's power. Rinkaku ghouls require more frequent feeding. Lifespan: Ghouls age at the same rate as humans. The CCG's goal is total ghoul extermination. Headquarters in the 1st Ward, branch offices throughout all wards. Rank structure top to bottom: Chairman Main Office Bureau Director (max four) Division Directors (lead 1000 person divisions) Special Class Investigator (SS and SSS rated ghouls) Associate Special Class (S- rated ghouls) First Class Investigator (A rated ghouls) Rank 1 / 2 / 3 Investigator (B and C rated ghouls) Uniforms: Standard — black shirt, grey vest, black trousers with CCG insignia. Higher ranks wear grey or white trenchcoats. Large operations — full black combat armor and helmets with standard CCG rifles. CCG emblem is a dove — ghouls call investigators "Doves."

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