JuJu-Kai v0

A Multiplayer Choose Your Own Adventure General Prototype

In a world where the negative energies of humanity coalesce into cursed spirits who cause inexplicable deaths among the normal populace that spawns them, Jujutsu Sorcerers are born with the power to control that energy, and use curses to battle curses (and sometimes other sorcerers, but not the point).

Congratulations! You're a Jujutsu Sorcerer. This means a few things, so bear with a moment.

  • You can control your "Cursed Energy," a negative energy produced by negative emotions like fear, hate, and sorrow.
  • You can see Cursed Spirits, or Curses for short, unlike a normal person.
  • If you're lucky, you've got a "Cursed Technique," a form of Jujutsu Sorcery unique to you, like proprietary software in your brain! It can help you kill, or "exorcise" Cursed Spirits.
  • If you're not that lucky, have no fear. People who lack the inborn talent for their own technique can still learn other ways to exorcise curses.

The rest depends on when exactly you're at... here, lemme check.

ERA

Whichever one you want, you can pick or flip a coin.

  • Heian Era
    • Ah, the Golden Age of Jujutsu. Basically a vaguely defined "ancient" period about a thousand years back, where Jujutsu didn't need to be concealed because people still believed in spirits. An era of farmers, samurai, lords and ladies, etc. Jujutsu society isn't quite what it's going to be-- standards for Jujutsu are lower, but the Jujutsu schools don't yet exist. So, everything's a little more loosey-goosey and fantasy-like. Fun, if that's your thing...
  • Modern Era
    • OK, this is just like, "now." The 21st Century. Jujutsu Society exists as a secret world hidden beneath the normal one. There are Jujutsu schools in Tokyo and Kyoto dedicated to fostering the next generation of Jujutsu Sorcerers, and a Jujutsu Headquarters connected to the Japanese government, working to conceal and protect their own kind from exploitation by the modern world governments. More organized, higher-standards, and higher tech.

Power Level

Well, you're a Sorcerer, but where do you fit into the whole thing? Well, for that we need to know your power level. We'll use Grades to measure them, but bear in mind this is a general measure of your collective capabilities, not necessarily your final ranking under the official Grading system. Again, pick what you want or roll a d6 down the line if you feel lucky. (1 = 4th Grade, 6 = Special Grade)

Your Grade determines your base Sorcery Points. Use these points to buy a Technique and other goodies, and take some penalties later if you want some more. Can't finish with negative points, and you want all the power you can get, so spend em up!

Grade Fuck Does That Mean? Point Value
4th Grade Odds are you're weak as shit, and/or inexperienced at this stage. If you have a Technique, it's not much. 12 Base Sorcery Points.
3rd Grade Nothing to sneeze at here, you've got a Technique of your own and some real potential. 16 Base Sorcery Points.
2nd Grade We're talking solid innate talent, just begging to be honed and refined into something really special. 20 Base Sorcery Points.
Semi-1st Grade Perhaps your Technique is powerful, or your skill with it merely brings out an exceptional talent! 24 Base Sorcery Points.
1st Grade It's the highest a sorcerer can climb by natural improvement and learning, the peak of Jujutsu sorcery. 28 Base Sorcery Points.
Special-Grade This kind of power only comes from a place that renders you incomprehensible to a normal person. 32 Base Sorcery Points.

Human or Curse?

It's not as black-and-white as that, of course, but there are two categories of being in the world of Jujutsu-- Cursed Spirits and Jujutsu Sorcerers. In some cases, like Incarnated Sorcerers, Vengeful Spirits, and Death Paintings, the two can overlap, but they are the exception that proves the rule.

  • Extras received from your choice of role neither cost points, nor gain you any.
  • Extras which start off at a certain level are awarded at default unless otherwise specified.
Jujutsu Sorcerer Cursed Spirit (Req. Semi-1st Grade or higher)
Sorcerer: You're a standard, graduated Jujutsu Sorcerer, not yet old but no longer in school. You've learned a thing or two, and you've developed your skills to their peak. Start with +2 Base Sorcery Points, or a Cursed Tool. Curse: You're a Cursed Spirit, born of fear, hatred, grief, and other negative emotions. Your power level is approximate to how widespread the emotions that formed you are, and your Technique is related to it. Only Cursed spirits of Semi-1st Grade and higher are smart enough and strong enough to have a Technique of their own. Start with -2 Base Sorcery Points, because the Sorcerers' ranking system is bullshit.
Elder: You've gotten old, which is no mean feat for a Sorcerer. You've seen just about everything, or you think you have, and you've found your place in Jujutsu Society as a mentor, administrator, or authority of some kind. Start with +4 Base Sorcery Points from years of experience, or Clan Ties due to your position as an elder-- but also take Odd Personality because getting old in Jujutsu Society turns you into a real character. Disaster: You're a naturally-occurring Cursed Spirit, born from humanity's collective fear and hatred of something broad-- the ocean, disease, other people, etc. Your appearance reflects the thoughts that created you, as do your powers, urges, and personality. By default, most Sorcerers will attempt to exorcise you. Start with an Incomplete Domain OR a Maximum Technique due to your sheer power, but start with -4 Base Sorcery Points and Odd Personality because you're such a fucking weirdo-- like, really, quit it.
Student: You're a student at one of two Jujutsu Technical High Schools-- Tokyo or Kyoto. You've got peers, teachers, and homework. The stronger you are, the more attention you're going to draw at this stage. Gain a Cursed Tool or a Combat Training. Vengeful: You were a Sorcerer once. Feared. Respected. Maybe even hated. But you were killed by something other than Cursed Energy or Jujutsu, and through some combination of ego, hatred, or power, you rose from your grave as a Vengeful Spirit. Gain Infamy or Enemies in High Places, based on your reputation in life, but start with +2 Sorcery Points.
Curse User: You decided to use your Jujutsu for evil, or otherwise rebelled against the higher-ups and their system. Now you're the closest thing the Jujutsu world has to a criminal-- a Curse User. Sorcerers and Spirits alike will have it out for you, but depending on what you do you might fly below the radar. Gain a Cursed Tool or Pet Spirit for free at the default level. Death Painting: You were born of an unholy union between a Cursed Spirit and a human. You might have a mostly human body, or you might have been a Cursed Object from the get-go, requiring a host to function. Your origins are a matter of some controversy, so you'll want to hide your nature as best you can. If you were born with your own human body, gain Odd Personality from struggling with your semi-cursed nature. If you did not survive that long, and became a Cursed Object instead, take Incarnated for free.

Innate Technique

As a general rule, your Innate Technique is a Cursed Technique only you can perform, and makes up roughly 80% of a sorcerer's power. It's a unique, inborn talent of sorts, and sorcerers who don't have one trend lower than the ones who do. Semi-1st Grade or higher Cursed Spirits can also perform a Cursed Technique.

Choose a type of Technique from the options below, and elaborate on how it works. Your approximate power level is (words words words shut up I'm working on it)

Manipulation
A broad selection of Cursed Techniques involve a form of control over something. These are variable and common, but versatile and often powerful.

One variant of Manipulation can control a some uniform substance or energy with your Cursed Energy. Techniques like these vary from controlling elemental forces like fire, ice, water, stone, and plantlife-- to manipulating your own blood to use as weapons, or bending the sky like a bedsheet. Power levels vary, as do limitations on size, shape, quantity, etc. Often substance-types are broad, versatile, and generally quite handy.

  • e.g. Disaster Flames/Tides/Plants, Earth/Blood/Sky Manipulation, Idle Transfiguration, Mythical Beast Amber

Your Technique also might revolve around controlling a particular object with your Cursed Energy, using it as a weapon or as a medium for some other effect. You might control mundane objects like nails or broomsticks, or actual weapons like knives and swords. This category also applies to techniques which depend on a certain tool, like a guitar for sound attacks, or a voodoo doll for ritual damage-dealing.

  • e.g. Straw Doll Technique, Tool Manipulation, Sound Amplification

Some techniques allow the user to control animals. This usually focuses on a particular kind of animal, and the user can sometimes share senses with said animals. Similar techniques allow control over Cursed Corpses-- inanimate objects animated by Cursed Energy-- of a certain kind, like puppets or plushies. A user may have to manipulate animals and Cursed Corpses remotely as if they were inside them, or may simply command them to perform a task.

  • e.g. Black Bird and Puppet Manipulation

Still more powerful, some techniques allow for the manipulation of Cursed Spirits-- however these are rare and require the user to subjugate a Cursed Spirit, (or else dwarf it in power) absorb it, and summon it like a Shikigami (familiar spirits, to be explained later).

  • e.g. Cursed Spirit Manipulation

Shikigami-Type Technique
While Shikigami spirits can be summoned by any sorcerer through Non-Innate Techniques, some Cursed Techniques revolve around a Sorcerer's personal Shikigami, conjured from within the user. Some Shikigami-Type Techniques involve a singular Shikigami, while more powerful ones may permit the user to summon many different Shikigami which are nonetheless unique to their Technique, though often at the cost of greater restrictions on such summoning. Such unique Shikigami possess their own physical abilities based on their shape, or unique powers similar to a Cursed Technique-- like self-duplication, adaptation, or elemental attacks-- while others share an ability with their user, like poison.

  • e.g. Moon Dregs and Ten Shadows

Construction
A specific example, some techniques allows you to create real, permanent matter out of Cursed Energy. Techniques like this take a lot of Cursed Energy to make even a little matter. Powerful users need a large reserve of energy, and the inefficiency tends to cause a backlash that harms the user, requiring either a great deal of effort optimizing the technique's use, or a body which can take that backlash in stride.

  • e.g. Construction Technique

Other techniques, through certain restrictions, can simply replicate things rather than make them from scratch, however these usually operate with a talisman.

  • e.g. Contract Recreation

Medium
Mediums are Sorcerers whose techniques involve the use of seances and spirit channeling-- this might include channeling mythical beings, or calling upon the spirits of the dead. Some Mediums can use such techniques to transform into someone who has passed on, or call their spirit back to life in a new body. As a general rule, it's a rare category, and necromancy typically has many requirements.

  • e.g Auspicious Beast Summon and Séance Technique

Transformation
Many techniques transform the user and/or other people, either partially or completely. Some will change particular body parts into specific things, like hair into propeller blades, or hands into claws. Others will transmute the body into another substance, or allow the user to turn parts of their body into bombs, or transcend human form altogether. The most powerful techniques can manipulate a person freely, allowing the user to more creatively apply these transformations.

  • e.g. Seance Technique, Various Culling Game players, Idle Transfiguration, Mythical Beast Amber

Spatial
It's not uncommon for Techniques to distort or affect space itself, ranging from long-distance transportation, altering or preventing movement in particular ways, "switching" subjects with one another, bending space around the user, or actualizing/altering spatial concepts.

  • e.g. Teleportation, Boogie Woogie, Love Rendezvous, Paralyzing Gaze, Star Rage and Limitless

Affliction
Techniques can afflict targets with detrimental effects-- like creating artificial weak points, limiting an enemy's Cursed Energy, or rapidly decaying their body. Overtly damaging or more versatile techniques will have greater restrictions and requirements-- physical contact or a ritual, the risk of backlash, etc.

  • e.g. Paralyzing Gaze, Straw Doll Technique, Ratio Technique, Cursed Speech, Rot Technique

Reality-Based
Very rarely a technique can allow the user to alter reality along certain parameters-- however such powerful techniques are not born of self-conscious individuals. A reality-warping Cursed Technique is born of deep desires, delusional minds, and conforms to parameters outside their active control. In such cases, understanding one's own power would even prove detrimental to its function.

  • e.g. Comedian

Domain-Based
Some rare individuals do not use their Technique to construct a Domain Expansion, but rather begin with Domain Expansion and derive their technique from this incredible power. Such techniques do not focus on a "can't-miss" attack effect, but rather use it to apply some effect in accordance with the Domain-- like a courtroom which prevents violence and instead imposes afflictions on the "accused" as a "sentence," or a gambling-themed Technique which rewards the user for "winning" by amplifying their power.

  • e.g. Idle Death Gamble, Deadly Sentencing

Technique Extensions

While you can't change the core nature of your technique, you can achieve a variety of ends with it through creative use, and stretching its limits a little-- extending your technique is basically using a tool the "wrong" way to do something it's not meant for, like crushing something with the flat of a knife. There are three ways to expand on a technique.

  • Extension Techniques are the basic version of what's described above-- you use your technique a little differently, but not by much. It adds variety to your repertoire, and makes you a little more unpredictable. You can even extend off of some Extension Techniques, creating a chain of extensions.
    • You can take up to 4 Extension Techniques (Cost: 2 each)
  • Stack Techniques-- or Maximum Output-- is what happens when you crank your Technique or an Extension up as high as it'll go, and use it at, well, maximum output. This varies by technique type, but the result is usually a powerful attack, a broad-scale use of your Technique, or a 100% focus on using a particular Extension.
    • You can have one Stack Technique. (Cost: 4)
  • Cursed Technique Reversal (or Reversal Technique) is a form of Extension Technique where the user powers their Technique with positive energy, generated by the Reverse Curse Technique (RCT)-- this usually achieves a "backwards" function. If your Technique attracts things, a CTR will repel them. If it creates fire, a CTR might absorb it instead.
    • See Reverse Curse Technique
  • Maximum: Techniques, not to be confused with Maximum Output and also known as Supreme Arts, are the absolute furthest extension of a Technique. The pinnacle of your particular Cursed Technique, nothing is more powerful save for Domain Expansion.
    • You can only have one Maximum: Technique. (Cost: 8)
    • Give it a name, optionally preceded by "Maximum:" and define what this utmost extension of your technique is, exactly.

Universal Techniques

There are non-Innate Techniques that every Sorcerer can do. Some are so common that virtually any Sorcerer can do them. Others are so rare that even First-Grades aren't guaranteed to pull it off. Regardless, you're bound to pick some up, and even if you don't learn the easy ones you can do so later.

Barrier Techniques (Cost: 2)
You've learned basic barrier creation techniques, allowing you to create veils and barriers that obscure an area, bar passage, and break themselves down based on parameters chosen when the barrier is deployed. A barrier of any kind can be destroyed with enough damage, and the caster can dispel a barrier at-will.

  • You can place a Veil over an area, concealing it from prying eyes, preventing passage, and drawing out Cursed Spirits, with a simple hand-sign and the incantation:
    • "Emerge from darkness, blacker still. Purify that which is impure."
  • You can, with more effort and energy, create more complex Veils and barriers, which have more particular conditions-- barring certain individuals from entering or exiting, etc-- however, barriers like this are a game of give-and-take. Barriers can be stronger on one side, but that comes at the cost of being weaker on the other side. Easy to enter, hard to leave, or vice-versa.
  • You can spend an additional (2) on this Extra to learn to construct a Simple Domain, a simple barrier useful for protecting oneself from a Domain Expansion and for building other techniques off of.

Simple Shikigami (Cost: 2)
You've learned how to summon simple Shikigami with the use of a talisman and your own Cursed Energy.

  • Choose one type of Shikigami you can summon-- it might resemble an animal, a yokai, or something stranger still.
  • Simple Shikigami possess no Technique-like abilities, and are essentially familiars best suited for combat and minor tasks.
  • You can summon multiple, provided you have the energy, and they obey your commands.

Reverse Curse Technique (Cost: 4)
Incompatible with Curse, Disaster, and Vengeful.
A rare and difficult process, you've learned how to "multiply" negative Cursed Energy against itself, creating positive energy. This is mostly used to heal human bodies, but can also be applied to Cursed Techniques and used to more effectively exorcise cursed spirits-- as they're made of negative Cursed Energy.

  • You can create Positive Energy from your own supply of Cursed Energy, using it to heal yourself of injuries. Injuries healed this way will still scar, but with enough Positive Energy you can even regrow a lost limb.
    • If you spend an additional (2) on this Extra, you can project Positive Energy outside of yourself, allowing you to heal others with this technique-- it's less than half as effective as healing yourself, but even that much is invaluable to those who can't heal themselves like you.
    • If you spend an additional (2) on this Extra, you can apply Positive Energy to your Cursed Technique, causing an inverted application of your power. This is known as Cursed Technique Reversal, and even those capable of the Reverse Curse Technique aren't guaranteed to be able to use it.
    • Purchasing either of these additional options enables you to channel Positive Energy outside yourself, allowing it to be used it raw form against Cursed Spirits.

Domain Expansion (12)
Requires Barrier Techniques
Incompatible with No Technique
You've learned the pinnacle of Jujutsu Sorcery, Domain Expansion. It's a deeply personal technique that more or less comes down to turning your brain inside out, but basically you construct your Innate Domain (the inner world of your Technique) using Cursed Energy, then wrap it in a barrier, and imbue that barrier with your Cursed Technique. The result is a "can't miss" effect that guarantees your technique lands. Of course, it's not entirely unstoppable, and leaves your Technique burnt-out for a little while, so it's as risky as it is rewarding.

  • If you're Special Grade, Domain Expansion costs (8).
  • You can perform a Domain Expansion with a unique hand-sign, trapping yourself and your opponent inside a barrier infused with your Technique. Give it a name and appearance, and decide how it enhances your technique. Barring an anti-Domain technique, it gains a "can't miss" effect that guarantees your Technique meets its mark.
    • If your total Sorcery Points exceeds 50, you can spend an additional (8) to develop an Open Domain-- a full-fledged domain without a barrier, like a masterpiece painted on thin air. This can only be achieved through a Binding Vow, which enhances the range and power of the Domain by giving those inside of it the possibility of escape. Only a sorcerer whose power and experience exceeds a human lifespan can conjure an Open Domain.

Incomplete Domain (6)
Incompatible with "No Technique"
You've learned to construct your Innate Domain with Cursed Energy, but either can't or choose not to deploy a Barrier infused with your Technique. As a result, you don't get the benefit of a "can't miss" effect in such a Domain, but expanding your Domain in this manner still improves the function of your Cursed Technique.

  • If you're Special Grade, Incomplete Domain costs (4).
  • Define your Domain's appearance and how it improves your Technique, as in regular Domain Expansion, minus the "can't miss" effect.

Falling Blossom Emotion (4)
Requires "Major Clan"
A secret technique passed down through the major clans to counteract Domain Expansion. Falling Blossom Emotion counters with Cursed Energy at the moment the "can't miss" attack hits-- this doesn't always negate the attack, sometimes only mitigating it, but it does protect the user from instant death.

Black Flash! (4)
While a standard blow infused with Cursed Energy already has an imperceptible gap between the physical impact and that of your Cursed Energy, some sorcerers manage to perform the vaunted Black Flash, in which compressing that gap to an infinitesimal millionth of a second causes one's cursed energy to "flash black," producing a blow two-and-a-half times stronger from the spatial distortion it causes. Furthermore, using Black Flash induces a heightened state of concentration in the user, an "in the zone" state that renders cursed energy manipulation as natural as breathing, and grants the user access to 120% of their maximum potential.

  • You can perform a Black Flash in combat, dealing a devastating blow and heightening your sorcery abilities to 120% temporarily. Consecutive Black Flash attacks become much easier in this heightened state, though the heightening effect doesn't repeat itself or "stack" on consecutive Black Flash attacks.

Heavenly Restrictions

Some people are born lucky... others are lucky to be born at all. Some Sorcerers are born with a special kind of binding vow etched into them-- a Heavenly Restriction. It goes one of two ways-- either you're physically impaired as the price for increased Cursed Energy, or your energy is gimped in exchange for a stronger, more capable body. Some Restrictions are subtle, hard to notice. Others are so extreme they render you superhuman... or subhuman, depending on who's looking at you.

  • To take a Heavenly Restriction, select a level of energy to give up in exchange for physical power, or an amount of physical impairment in exchange for more energy.
Cursed Energy Increase Cursed Energy Decrease
Minor (+8 Curse Points) You've got a minor detriment. Maybe you're disfigured, or physically fragile, or have a shitty immune system. Makes you easier to kill, maybe, but you've got a little more energy than you ought to, for it. Minor (Cost: 8) You've got a significant chunk less energy, but as a result you're noticeably tougher. You push through pain easier, move faster and hit harder (physically) than your peers. It makes for a real edge in face-to-face combat, but your technique and powers suffer for it. Reduce your Cursed Energy Stats by one step. Increase your Physical Ability Stats by the same amount.
Moderate (+12 Curse Points) You've got a moderate amount of impairment. A missing limb or eyeball, being mute, or even a weak heart fall into this category, but you get a modest power boost for it, so that's fun. Moderate (Cost: 12) Your cursed energy took a hefty cut, and as a result you're impressively powerful in physical combat. You might even approach the limits of a natural human body, this way, but your abilities as a sorcerer are significantly reduced. Reduce your Cursed Energy Stats by two steps. You receive no benefit if they go below the default. Increase your Physical Ability Stats by the same amount.
Major (+16 Curse Points) You're DAMN fucked up, boy. I mean you might be confined to a wheelchair, totally blind and/or deaf, or at risk of an early death from some permanent shit like muscular dystrophy. But you've got fat stacks of energy to spare! Maybe your technique is very strong, or you've learned a lot of ways to expand on that power as a result. Major (Cost: 16) You... you've got the energy level of a regular person. If you've got a Cursed Technique, you can't channel your energy super well... you might not even be able to see Cursed Spirits on your own, at this level. That said, you could fight the entire Olympic Village yourself, and then earn all their gold medals. Reduce all Cursed Energy Stats to the lowest score. You receive no bonus points for this.
Extreme (+20 Curse Points) You're barely functional. This is like having multiple Major Restriction impairments all at once. Like having withered, paralyzed legs, a missing arm, and skin so sensitive it burns in the moonlight all at once... for example. Still, the only thing more broken than your body is your Technique, so spend those points. Extreme (Cost: 20) Requires "No Technique." You have no Cursed Energy. None. You have No Technique, and by all accounts you shouldn't be able to see a Cursed Spirit, let alone fight them... but your body is truly superhuman. You can do things nobody else can, including sorcerers. You can perceive actions that happen in fractions of a second, and react to them. You can wield weapons with speed and precision beyond a human being-- you can change your trajectory in mid-air and best anyone in a contest of strength. Barriers treat you like a building, and Domains can't trap you without your consent. Ignore the Stats entirely. Your Physical Ability Stats surpass the highest listed score, and you have no Cursed Energy Stats whatsoever.

Extras

Here you can spend points to obtain abilities, items, and modifications that will make you stronger beyond your Technique's potential-- as well as take penalties, restrictions, and modifications that will make things harder for you-- in exchange for a little extra power, of course.

Binding Vows
There are two kinds of Binding Vows: ones made with yourself, and ones made with others. A Binding Vow made with others is just that, binding. Breaking a Binding Vow can cause unknown and severe consequences. However, sorcerers often make Binding Vows with themselves to achieve increases in power proportional to some sacrifice or restraint. For example, restricting your Cursed Energy by a certain amount most of the time can allow for a return of twice that-- essentially putting you over your maximum output by the same amount.

Binding Vows can be very flexible, but are proportional give-and-take. If you break a self-imposed Binding Vow, you only lose the benefits it granted you.

Cursed Tool (Cost: 2)
You possess a Cursed Tool-- a weapon (usually) that a sorcerer, possibly yourself, has charged with cursed energy, capable of injuring cursed spirits. Tools, like spirits and sorcerers, are graded. Cursed tools from grades 4-1 are just weapons, but get stronger as they approach Special Grade. A 4th-Grade tool is just your weapon of choice, which you imbue your energy into for combat.

  • By default your Cursed Tool is Grade 4. You can spend an additional (1) per grade to make it a higher grade, capping at 1st Grade (5 points total)
    • Choose a type of melee weapon or object, describe it, and optionally give it a name, it is your Cursed Tool.
  • You can take this Extra multiple times, acquiring one Cursed Tool each time.

Special Grade Cursed Tool (Cost: 8)
You have a Special Grade Cursed Tool. A tool is only ranked as Special Grade if it possesses an imbued cursed technique. This usually occurs when a sorcerer dies and their Cursed Technique clings to their weapon of choice or other significant belonging of theirs.

  • You have a Special-Grade Cursed Tool, with it's own Cursed Technique imbued into it.
    • You spend points from your total to create a Cursed Technique for this tool.
  • You can take this Extra multiple times, acquiring one Cursed Tool each time.

Cursed Object (Cost: 2)
A Cursed Object is an item imbued with cursed energy, often the remains of a dead sorcerer. They are ranked, like Cursed Tools, based on the strength of their energy. Typically, a Cursed Object is consumed by a Cursed Spirit to make them stronger, or by a person to incarnate the spirit of the sorcerer it once was, taking over their body if they are strong enough to survive the cursed energy it contains. If sealed, a cursed object can be used as a talisman to ward off weaker curses. All Cursed Objects are Special-Grade.

  • Describe your Cursed Object. It is sealed by default: a ward against weaker curses, but serving as bait for strong ones.
    • You can spend an additional (4) on this item, if you do the Object is considered Special Grade, either containing a powerful Sorcerer's soul or possessing a supernatural ability while existing as an inanimate object.
    • You may spend points from your total to create a Cursed Technique for this tool, or create a build for the Sorcerer the object is made from.

Pet Spirit (Cost: 2)
While Cursed Spirits are inherently malevolent, it is possible to train and to a degree tame one without the use of a technique-- the stronger the spirit the harder this is, but you did it-- possibly with help. First-grade and higher spirits attain a level of human-comparable sentience, making this process impossible on them, but up to Semi-1st Grade Spirits can be tamed. If such a creature is exorcised, you will have to train a new one.

  • Come up with an appearance and abilities for your Cursed Spirit. By default, this Cursed Spirit ranks at 3rd Grade, making it average in strength, able to be killed by most sorcerers. Its primary function may be as a scout, spy, or messenger on the low end, or it might aid you in combat like a Simple Shikigami.
    • You can choose to instead have a swarm of 4th Grade spirits, which are incredibly weak individually, but can be useful as chaff or fodder, as well as smaller and more easily-overlooked than a 3rd Grade spirit.
    • By spending an additional (2) you can raise this Cursed spirit's rank to 2nd Grade, at which point it may serve as a weapon, living storage, or a familiar like a strong Shikigami.
    • If you have the Clan Ties Extra, are Semi-1st Grade or higher, or possess the Heavenly Restriction: Cursed Energy Decrease at Extreme level, you can spend an additional (2) to raise your spirit's Grade from 2nd to Semi-1st. Build a Cursed Spirit at Semi-1st Grade. It can communicate verbally, and possesses a Cursed Technique, but cannot take Extras.

Cursed (+8)
Requires Semi-1st Grade or Higher
Incompatible with Pet Spirit
You've got a Cursed Spirit latched onto you, and it SUCKS. Either someone you loved or hated died and laid a curse on you, or the sheer multitude of people thinking shitty thoughts about you manifested as a personal, sentient "fuck you" from the universe (it can happen if you're that big of an asshole). Don't get me wrong, it's a tough fucker, but since you're the reason it exists, it either: can't kill you, and has to be a horrendous bastard instead; its sole purpose is to get you killed; or it's just really attached and a total weirdo.

  • Build a Basic Cursed Spirit at Semi-1st Grade or higher. It can communicate verbally, and possesses a Cursed Technique, but cannot take Extras.
  • It's a pain to have around, and will make things deliberately harder for you. No, you cannot exorcise it-- you took the penalty, suck it up You Ass™

Twins (+2 each)
You have a twin. Now, in a normal person that would be fine, but in the Jujutsu world it's a bad omen. Twins are considered the same person as far as cursed energy and techniques go. So, if you have a technique, you and your sibling have half the energy you would if you were alone. If you have a Heavenly Restriction, you get half as much benefit because half of "your" cursed energy is locked up with them. Maybe you're on good terms with your twin, maybe not. Either way, it's gimped you both. Congrats.

Make a second build for your Twin.

  • Each build has half the Base Sorcery points you started with.
  • If one Twin dies, the other gains their Base Sorcery points to re-allocate.
  • You have the same Technique and Stats, unless one of you has a Heavenly Restriction.
  • You get half the benefit of Heavenly Restrictions, at the same cost, until one of you dies.

Combat Training (Cost: 2/4/8)
You've learned how to fight, granting you a level of combat expertise one particular type of fighting. Each fighting style requires an additional purchase of Combat Training, at the desired level. There are three levels-- each of which includes the prior level(s).

  • Combat Training: Basic (Cost: 2) is the fundamentals of a fighting style. The absolute basics-- how to throw a punch, swing a sword, shoot a gun, etc.
  • Combat Training: Advanced (Cost: 4) is an in-depth training in that fighting style. You can brawl, swordfight, or shoot with the best of them.
  • Combat Training: Esoteric (Cost: 8) is a unique approach to a fighting style that suits your style of sorcery. This might be related to your Innate Technique, or just a matter of how you channel energy into your fighting style.

Social

Clan Ties (Cost: 2)
You come from a minor clan, one with a history of Jujutsu Sorcery. Clans often form around one or more prized Techniques that get passed down from generation to generation. These Inherited Techniques come with the benefit of generations of users providing what is essentially a handbook for their use, making improvement much more straightforward.

  • You have access to a clan, chock-full of friends and relatives. This may provide access to knowledge, cursed tools and objects, and allies when you need them.
    • If you spend an additional (4) on this Extra, you are part of a Major Clan-- a small but elite number of clans, possessing political power as well as multiple powerful Techniques among their bloodlines. This clan has major sway among the elders of Jujutsu society, perhaps even comprising part of the council of sorcerers in charge of the whole shebang. You may be destined to rise high in Jujutsu Society if you're still young, and you may have already done so if you're not.
    • If you spend an additional (2) on this Extra, you possess your family's pride and joy-- an Inherited Technique with generations of users behind it. Your Technique Extensions cost 2 fewer points, to a minimum of 2 each, since you've got a long history of users and their accumulated knowledge to help train you.
    • If you purchased both the Inherited Technique and Major Clan options, your Technique Extensions cost half as many points instead of 2 fewer.

Odd Personality (+2)
Nobody spends a lifetime as a Jujutsu Sorcerer and remains... normal, per se. But you in particular have a personality that's just... weird. Maybe you're perpetually cheerful, only shifting in extreme situations, and even then not much. Maybe you have a strange fixation with a certain quality, or a philosophy that leads to constantly asking what peoples' type is. Regardless, you're a weirdo, and it puts people off.

Rival (+2)
You've got some motherfucker who just HATES you. Well, maybe not, but you're always competing, fighting, maybe even trying to kill each other. This sorcerer is a major pain in the ass, they WILL get stronger just to keep up with you, and you are NEVER getting rid of them.

Enemies in High Places (+4)
Someone important REALLY doesn't like you. I mean, I'm talking a "higher-up," a clan leader or an elder who, for whatever reason, is NOT happy you exist. Maybe you're troublesome and don't follow the rules, or maybe you're the descendant of an old enemy. Regardless, they're gonna make shit hard for you in the hopes that you die horribly. Good luck!

Infamy (+4)
Somehow, you've become infamous. Most likely due to your strength, skill, or other quality that virtually everyone's heard of you. What people think of you may vary from person to person, and the same goes for intelligent Cursed Spirits, but this kind of notoriety tends to attract trouble.

  • If you have Clan Ties or Major Clan, this option only gives you (+2) points.

Cursed (+8)
You've got a Semi-1st Grade (or higher) Cursed Spirit latched onto you, and it SUCKS. Either someone you loved/hated died and became a curse on you, or the sheer multitude of people thinking shitty thoughts about you manifested as a personal, sentient "fuck you" from the universe. Don't get me wrong, it's powerful and might be actively keeping you alive for whatever twisted reason spawned them, or it might be working against you at awful times. Hard to say.

Edit Report
Pub: 29 Jan 2024 00:42 UTC
Edit: 29 Mar 2024 13:16 UTC
Views: 1802