JuJu-Kai v1
A Technically Functional Multiplayer Choose Your Own Adventure General Game
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
- The Golden Age of Jujutsu, roughly 1000 years ago, when Jujutsu and Cursed Spirits were pretty much an open secret.
- Modern Era
- The 21st Century. Jujutsu Society exists beneath the normal one, there are Jujutsu schools and more modern Cursed Techniques.
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 probably 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 do not cost or give points.
- Extras with "levels" start at their base level. You must pay to upgrade them further.
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 developed your skills to their peak. Start with +2 Base Sorcery Points. | 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. Start with -2 Base Sorcery Points. |
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 OR Clan Ties-- and Odd Personality. | 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. |
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. Start with 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. Start with Infamy OR Enemies in High Places-- and +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. Start with a Cursed Tool or Pet Spirit. | Death Painting: You were born of an unholy union between a Cursed Spirit and a compatible human. You might have a mostly human body, or you might have been stillborn or aborted, making you 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. Start with +2 Sorcery Points. If you were born, take Cursed: the duality of your nature is the Cursed Spirit. If you were incarnated, take Incarnated. |
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 one type of Technique from the options below, and elaborate on how your specific technique works.
Simple Channeling (Cost: 2)
Your Technique is a unique way of channeling your energy through an object or weapon, like igniting your sword blade or blasting people with cursed guitar riffs or something. You can only channel this technique through specific objects, (e.g. sword, guitar, nails, etc.) to achieve a specific result (fire, sonic blasts, etc.)
Minor Affliction (Cost: 2)
You impose an affliction on your enemies. Nothing lethal on its own, but it's specific impairs them in combat and it can give you the opening it takes to take an opponent down.
Object Manipulation (Cost: 2)
You can control a specific type of object, like knives or something. Distance, number, and precision are all a matter of your energy control and capacity, however you don't need them to be too specific-- "Knives" is a lot easier than, "green plastic-handled paring knives."
Substance Manipulation (Cost: 4)
You can control a tangible, inorganic material like fire, water, metal, etc. You can reshape it within the limitations of physics and that material's
Lesser Shikigami Technique (Cost: 4)
You can create a single Shikigami unique to you. It shares your Cursed Energy and unlike Simple Shikigami, has a simple technique-like ability of its own.
Construction (Cost: 6)
You can convert large amounts of Cursed Energy into permanent matter-- a technique like this is inefficient and tends to have backlash that harms the user, requiring workarounds or clever usage.
Transformation (Cost: 6)
You transform yourself and/or others through your Cursed Technique. You can't exceed the limits of the human body, and transforming someone else requires physical contact at least.
Medium (Cost: 8)
You channel the spirits of the dead. You can most easily speak to them or allow them to possess a vessel, but with the right conditions you might also transform yourself into them or something similar.
Spatial (Cost: 8)
You distort space with your technique, allowing you to transport people and things from one place to another, repel attacks-- or something else of the same nature.
Animate Manipulation (Cost: 8)
You control a specific, "living" thing, like animals or Cursed Corpses. Choose a specific "living" thing (e.g dogs, birds, puppets, plushies) and how you control them. Your cursed energy output, range, and overall capacity determine how many you can control at once. Cursed Corpses must be created, giving them a core of Cursed Energy that animates them temporarily. Animals have very low cursed energy, less than regular humans.
Shikigami Technique (Cost: 8)
As Lesser Shikigami Technique, but you can either summon a couple of different kinds of Shikigami, or one kind that's more powerful and combat-capable.
Spirit Manipulation (Cost: 12)
Your Technique allows you to manipulate Cursed Spirits somehow. You might absorb and summon them, use your own cursed energy to create them, or transform them into weapons-- the exact nature of your control is up to you. You can't take control over a Spirit stronger than you unless they're on the brink of death, but you can absorb Spirits significantly weaker than you without a fight.
Greater Shikigami Technique (Cost: 16)
You can summon unique Shikigami, as per Shikigami Technique and Lesser Shikigami Technique, but you can either have a larger number of different Shikigami with simple abilities, a few of the more powerful kind, or a single, much more powerful Shikigami with an ability comparable to its own Cursed Technique.
Domain (Cost: 20)
Your technique came with a free Domain Expansion, but revolves around that Domain and how it works-- and it loses the usual "one-hit kill" benefit of Domain Expansion in favor of something stranger. Decide what that is, and what parts of the Domain you can bring to the outside world, once you've had some training.
Reality (Cost: 30)
You have a technique that alters reality based on subconscious parameters which you have no control over. This is the technique of a person with a single-minded drive that renders them unaware of their own ability, maybe not even fully sane. It's dangerous at best and unpredictable at worst. Good luck.
No Technique (Cost: 0)
You've got no Innate Technique of your own. That's fine, not everyone does. In fact, a lot of people can see Curses but lack the talent for Jujutsu Sorcery. In fact, a strong grasp of fundamentals makes a solid threat out of just about anybody.
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 just using a tool to do something a little different than what it was designed for. There are a few ways to expand on a Technique.
- Extension Techniques (Cost: 2) 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 have as many Extension Techniques as you can think of.
- Remember that these are just uses of your Technique, not changes to it.
- Stack Techniques-- or Maximum Output-- (Cost: 4) 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.
- 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 (Cost: 6) 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.
- 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 (4) on this Extra to learn to construct a Simple Domain, a barrier useful for protecting oneself briefly 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. Cursed Spirits can't do this.
- 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. Typically, 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 attacks with Cursed Energy at the moment the 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. 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. 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.
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.
Item
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.
- This Cursed Technique can be any option up to Cost: 8 but you can only use its most base form-- no Extensions for this one, anymore.
- 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, whether it's just containing a powerful Sorcerer's soul or possessing a supernatural ability while existing as an inanimate object.
- You may give this Cursed Object a Technique up to (Cost: 6), or create a build for the Sorcerer the object is made from, and reserve it for later.
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 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 Universal Techniques, or Sorcery or Item Extras, except for Foreign.
Sorcery
Cursed Energy Quality (Cost: 3)
Your Cursed Energy has a unique quality to it-- describe your energy's quality with a single word, and define how that affects it (e.g. "rough" energy hurts like hell no matter how hard you hit, but it lacks subtlety and is always noticeable when it makes contact. "Soft" Cursed Energy might be good at absorbing blows but not very damaging itself.
- You can spend an additional (3) so that your Cursed Energy behaves like another form of energy-- electricity, heat, sound, etc-- instead.
- You can only have one Cursed Energy Quality.
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.
Foreign (+4)
You're not from Japan-- Cursed Spirits, Jujutsu Sorcery, and the like are extremely rare outside of Japan, so you being from somewhere else means you're probably the only Sorcerer (or Cursed Spirit) you know from said place. Up to you how that affects your style of Sorcery, but it definitely makes you stand out in Japan.
Incarnated (+6)
This isn't your body. You were turned into a Special-Grade Cursed Object-- God knows how long ago, look at Japan these days-- and eaten by some dumb motherfucker with a death wish. Now you live in that dumb motherfucker's body-- you have all of their knowledge and memories as well as your own, but your host was a regular person, so you've still only got your own Technique. You can either hide from Jujutsu Society or ball out and do whatever, but being exposed means someone will try to exorcise you, sooner rather than later.
- You can gain an additional (+2) by choosing to co-exist with your host, rather than overwrite them. Your co-pilot is a regular person, but has a unique perspective, and may even be a friend to you. Having you in their body gives them access to Cursed Energy, and eventually your Technique will be engraved on their body just as it used to be on yours, allowing them to use it without your assistance. They cannot access your memories or knowledge without your permission.
Physical
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 a matter of how you channel Cursed Energy into your fighting style.
Freakish Body (Cost: 8)
It's not that you've got a Heavenly Restriction-- though you might, apart from this-- it's just that somehow you're freakishly athletic. Capable of throwing a shot put like a baseball, or running like a car without the use of Cursed Energy, you're kind of a freak of nature. So that's... cool, I guess?
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 (+1)
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 actually hate, 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 try and 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, this option only gives you (+2) points.
Heavenly Restrictions
Incompatible with Curse, Disaster, and Vengeful.
Cursed Energy Decrease incompatible with Death Paintings
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 Sorcery Points) You've got a minor disability but it increases your Cursed Energy by a good chunk. | Minor (Cost: 1/4 of Base Sorcery Points) You've got a good 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. |
Moderate (+12 Sorcery Points) You've got a moderate amount of impairment, something that makes day-to-day life harder by far, let alone combat. Still, you've got plenty of extra sorcery power, so that's useful. | Moderate (Cost: 1/2 of Base Sorcery Points) 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. |
Major (+16 Sorcery 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 crippling shit like muscular dystrophy. But you've got fat stacks of energy to spare! | Major (3/4 Base Sorcery Points) 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. |
Extreme (+20 Sorcery 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 Requires "No Technique." (Cost: All your Base Sorcery Points) 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. Barriers treat you like a building, and Domains can't trap you without your consent. You cannot gain Sorcery Extras, Techniques, or Universal Techniques. |
Binding Vows
When all else fails, make a pinky promise.
I'm kidding, but in all seriousness Binding Vows are a useful tool for any Sorcerer. Many lesser Sorcerers make them to shore up their abilities or perform otherwise too-difficult techniques.
- You can reduce a Universal Technique, Sorcery Extra, or a Technique's cost by 2 Sorcery Points (or by half the option's Cost if that would be less) by making a Binding Vow that adds a stipulation to it, affecting how you use it or what you have to do to use it. (For example, you might be able to use a Simple Domain only as long as your feet remain in place, or restrict yourself from summoning multiple Simple Shikigami at once to make the one you do summon more powerful.)
- You can make a Binding Vow to increase your Cursed Energy output by restraining it under certain conditions. This is subject to an equal-exchange rule, meaning you can only get out of a Binding Vow as much as it costs.
- You can make Binding Vows to alter your a Technique's parameters as well, replacing one restriction with another, comparable one. For example, you might be able to control more knives with Object Manipulation if you specifically only control kitchen knives, or maybe you can exceed the limits of the human form with your Transformation technique... but only once.
- You can make Binding Vows with other people that force you both to actually do the thing you agree on, on pain of death or worse. Breaking a Binding Vow with yourself only undoes the Vow's effect, but breaking a Binding Vow with another person is unthinkably stupid and dangerous even for Cursed Spirits intelligent enough to do it.