Chainsaw Man
A tabletop RPG set in the world of Chainsaw Man — where Devils born from human fears threaten civilization, and Devil Hunters pay terrible prices for the power to fight back. Dark, violent, and emotionally raw.
Humanity survives by bargaining with its own fears
Tokyo, 1997. The fear in the room you're sitting in probably has teeth. Devils are born from what people are afraid of — the fear of the dark, of debt, of needles, of the gun — and they walk the same streets you do, wearing the shape of the thing that made them. Civilization holds only because someone stands between it and the fears: Devil Hunters, who bargain for their power one terrible price at a time. A hand. A year of life. The memory of a face. Every ability you fire, something pays — and the Devil always names what it wants.
You hunt in the shadows of Public Safety's Special Divisions alongside canon's cast — Aki and his vendetta, Himeno's tired grin, Power's appetites, Kishibe's whetstones, Makima's warm, patient, terrifying attention — and you take the jobs the hunters' job board pays for, because rent is real and every hunter is broke. Somewhere out there, the Gun Devil lies in pieces: the most wanted object on Earth, and the governments, Devils, and weapons hunting for every last fragment. Somewhere out there is a girl with violet hair and green eyes who might ask you, some summer evening, to run away with her — and mean it, right up until the moment she doesn't.
Roll 2d6 against your fears and your friends' hearts. Bleed for your contracts. Feed your Devil. Try to stay a person — the world is priced to make that the hardest bargain of all.
Tokyo
Drag to pan, scroll to zoom. Click a marker to open it — places with maps of their own take you deeper.