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Will of The Cursed

A Jujutsu Kaisen TTRPG based on the MY


Hero Class 1-C TTRPG
Created by Houseman, Justn, and H H H
With major help from Skittleboo
Intro to the system
This is a JJK system that’s based on the My Hero
Class 1-C and Breath and Live system both made by
SunlightYellow (Youtube: Perihelion Creative and
Twitter/X: SunlightYellow). This system will essentially
be a reskin of the 1-C system but quirks will be
replaced with curse techniques and cursed energy will
replace stamina. On top of that, there will be some
additions to the 1-C system to make it more JJK.
TableTop RNRPG
If you want to see this system in action then you should watch the JJK D&D campaign found on
TableTop RNRPG. Most of you reading this have probably came from it but to the few who didn’t you
should go watch it. In the campaign, we follow our three main characters Felix Kuroba (justn), Jesse
(mir), and Kodokuna Fuyu (The Hele Xion Singularity) on their journey to become jujutsu sorcerers. I
(Houseman) DM it and it’s really good also it does a good job of showing how the system works so go
check it out. Links for it here: https://youtube.com/@TableTopRNRPG?si=6ifmPV1hugEX8dOr

Stewart Tim

Felix played by Justn Jesse played by Mir Fuyu played by Singularity

JJK D&D logo done


by Bedd link for them
in any of the videos
past session 4
Useful slides for repeat comers
(You should make a google doc/ something of the sort to store
your character’s CT info and unlocked skills)

● Basic CE application: Slides 9-11/ Slide 21 (CE exhaustion/ CT


burnout)
● Martial Arts: Slides 27-30
● General Jujutsu Skills: Slides 33-36 (basic skills)/ Slides 43-49
(anti-domain techniques)
● New Shadow Style moveset: Slides 44-45
● Domains: Slides 37-42
● Complete Jujutsu Skill List: Slides 55-62
Character Creation
Create a character following the My Hero Class 1-C system (to find the 1-C system, go to
the Perihelion discord and head over to the 1-C system link for that here: • Discord |
#system | Starbase Perihelion or https://discord.gg/v3JT9cNJbV) then when you're
finished making the basic stats and picking the class for the character ( slides 1-33) come
back here. We follow most of the 1-C system like dorms, shopping, resting and recovery.
However, there are two major changes. The first is the stamina formula/ cursed energy
formula. Anything that affects stamina in 1-C now affects your character’s CE and
anything relating to quirks now affects cursed techniques. The second is we’ve slightly
changed how combat works. Combat works the same, but some physical attacks have
been added and changed to have cooldowns, and more attacks have been added.

The new formula for calculating CE


is 15 + (technique times 5).

Super minor manga spoilers


warning (no plot related stuff)
Name:______ __ CE Yen: ______ ¥
Age:__
Character __ HP
Image Grade:______
Class:
Player:______ __ AC

Power Speed Technique Intelligence Cooperativeness

A Sub stats Bonus A Sub stats Bonus A Sub stats Bonus A Sub stats Bonus A Sub stats Bonus

Combat Reaction Control Perception Combo

Strength Tempo General Ed Charisma


Survival
Fortitude Stealth CT Education Persuasion

Intimidation Precision Tech Ed Insight


Acrobatics
Athletics Medical Ed Deception
Grade Levels
Grade levels are the ranking system which curses,
Grade 5
curse objects, curse tools, and sorcerers are put into.
They represent the curse or sorcerer’s level of
strength. Grades levels are used to determine what Grade 4
level of missions the sorcerer should go on. A grade 3
sorcerer should go on grade 3 mission, not grade 2. Grade 3
Sorcerers can go on higher rank missions but they
must be accompanied by someone of that higher
grade level. Grade rank-ups should be given at Grade 2
appropriate times through the sessions. The 6 types of
grades are 5, 4, 3, 2, 1, and special grade, as well as Grade 1
what’s know as semi-grade which is a mid-way point
between 2 grades (I.E. a semi grade 1 is between a
grade 1 and grade 2 in power). A semi grade doesn’t Special grade
exist for special grade as a special grade breaks all
rules of jujutsu.
Sorcerer Grade Stats
This slide is for the average strength of each grade level at the start. This is what you would use if you want to start as a 1st grade sorcerer. The
grading system itself is flawed so there are always exceptions. Semi-grades are the in between level of 2 grades. For example a semi grade 1
is between the strength of a first and second grade sorcerer and is waiting to be promoted to Grade 1.There are no semi special grades.. Grade
5 sorcerers are more handymen than fighters so they don't a stat block. The jujutsu skills you pick should be grade appropriate. So a grade 3
shouldn’t have an ability that requires you to go on a grade 1 mission.

Grade 4 Grade 3 Grade 2 Grade 1 Special grade


Grade 4 sorcerers are the Grade 3 are the average Grade 2 are above-average Grade 1 is the golden To say the gap between a
weakest, newest students of jujutsu. They sorcerers. They regularly standard of a powerful grade 1 and a special grade
sorcerers. Grade 4 is for may be weak, but there is lead missions and are in sorcerer, what all is massive is the greatest
those who just joined the some hidden potential higher positions in society. sorcerers should strive to compliment you can give to
jujutsu world with little to and much to learn about achieve. a grade 1. Special grades
their name. themselves and their CT. break all the rules of jujutsu
Standard array: Standard array: Standard array: and it’s where the strongest
Standard array:
in jujutsu society reside.
( 1,1,1,2,3) ( 1,2,2,2,3) ( 2,2,3,3,4) ( 3,4,4,5,5)
12-14 points Standard:
Non standard 8-10 points 18-21 points
array/point buy
Xp: 4-6 Xp: 8-12 Anything ,
6-8 point Xp: 15-20
2-4 jujutsu 4-8 jujutsu there is no
Xp: 0-2 10-12 jujutsu
No jujutsu skills skills skills standard or
skills
Any grade 3 skills and up to
1-2 grade 2 skills
Any grade 2 skills and up to
1-2 grade 1 skills
Any grade 1 skills and 1
special grade skill
limit
Cursed Energy Example:A
Cursed Energy (CE for short) is the central “ magic” of Jujutsu Kaizen that's spawned from the sorcerer wants to
negative emotions of humans. CE can be used in more ways than humans can think of, and is
attack a curse, so
as mysterious as it is versatile. Cursed energy replaces stamina in this system and it acts
essentially the same. The only difference is that if you succeed in a control check you can flow they flow their CE
your cursed energy into objects, body parts, other people, etc. The ability to do this isn’t that into their fist. To do
important unless you are using your CE for combat that doesn’t involve the use of a CT. If you
flow your CE into something and use it for combat you get an extra 1d4 of damage added onto
this first they must
your initial damage. CE can also be used to reinforce your body and can be used when you try pass a control
to use the block action. Using CE to reinforce your body works the same as using it for combat
check set by the
but after you roll a d4 you reduce the damage by the dice roll when you block. Instead of taking
half, you talk half minus 1d4. Unlike how stamina is based on power in the 1-C system, CE is DM. If passed, they
based on technique. can add a d4 of
damage to their
attack. If failed, they
can still attack but
there will be no CE
behind the attack.
Basic CE applications
Output Imbue
The amount of CE one can use at once is A sorcerer can imbue CE into any
called your “output”. Output is needed to object smaller than them that they
touch, from random objects to
effectively enhance a sorcerer's physical
weapons, a useful tool to use your
abilities and anything they imbue their CE surroundings to defeat your
into. However output isn’t used to measure opponents.
imbue as that’s a separate skill internally.
Output is used for maximum outputs, certain You have to do a control check set by
jujutsu skills, and certain CT moves. the DM to imbue the object first. An
attack with a CE imbued object would
One’s output can always start at (1d4) and is add on your output to the natural
what is added when someone successfully damage of that object. The cost for
imbuing anything with CE is free
passes a skill check set by the DM. A player
unless you want to increase the
can further enhance their output with learned damage without using a skill. For
Jujutsu Skills. every 6CE you choose to imbue into
an object the damage increases by
1d4 but the control check increases by
2 making it far harder to achieve.
Cost : 4 CE Cost: Free
Increases by 2CE for every level
Output and Imbue
Levels

As you grow as a sorcerer, the amount you can output and the amount you
can imbue usually increases. To increase output and imbue, complete
missions and get specific jujutsu skills.
Output Imbue

Level Damage Level Damage

1 (base) 1d6
1 (base) 1d4
2 1d6 + 2
2 1d4+2
3 2d6
3 (Max) 2d4
4 (Max) 3d6
Cursed Energy Traits
There are rare cases where cursed energy carries a special property unique to its user. When applied to their fighting
techniques, it can grant them a special texture or effect that gives them an advantage in battle. These textures can range
from how they physically feel like roughness or they can change the properties like making it electricity. The effects and
what these effects do are up to the player and the DM. If you have a cursed energy trait then, unlike with normal CE, you
must pay a cost of 2 CE to use it. Furthermore, if you started with a cursed energy trait you cannot turn it off, you’re unable
to use normal CE. However, if you learn how to use one later on by discovering you had one all this time then you can
switch between normal and special. But if you learn a trait later, then it costs 4 CE to use instead of 2. These traits also
apply to techniques like Cursed Energy Discharge.

Example: Cursed Energy Trait Fire: Every attack with CE causes signed. If the user is attacked and uses CE to reduce the
damage, then the attacker takes 4 points of fire damage.

These special traits cannot be defended by basic reinforcement techniques. This means that if a target tries to use CE to
reduce the damage of a cursed energy attack with an attribute. it ignores the reduced damage.
Cursed Technique Example of a
A Cursed Technique (CT for short) is an
Combat centric CT:
Those who don’t want an innate
ability made by Jujutsu sorcerers to better CT can start with New Shadow CE to Kinetic Energy (or 0-100): This CT allows
fight cursed spirits. They can be innate the user to turn CE into kinetic energy. This allows
Style: Batto Draw already unlocked, the sorcerer to increase the speed of anything
Techniques, exclusive to the user and no a cursed tool that the DM allows, a they can flow their CE into.
one else, akin to Quirks from MHA. Or cursed trait, or for those who want
Moves: 0-100-Speed Boost: The sorcerer can flow
they can be general like curtains and hands only start with 1 level higher their CE into their legs and increase their
simple domain that anyone can learn. in imbue. CTs can also be linked to movement range by 30 ft for 2 turns. Cost: 2 CE.

CTs can be anything and interact with any a Non-Lethal domain. These types
0-100-Gatling Gun: The sorcerer flows their CE
part of the jujutsu world. These are the of CT can mimic abilities found in into their arms and increases their punching

“spells” of a sorcerer. You can create their domain but on a smaller scale. speed. They then throw their fists out in a barrage
of punches doing 2d8 + power of damage. Cost: 8
The users of these will have 10
different abilities with your CT, and to use CE.
extra CE to start with.
those moves, you would need to pass a
0-100-Projectile Boost: The sorcerer flows their
Control check set by the DM. CE into an object and increase its damage by 1d6.
You do not need an innate CT. The player Cost: 5 CE

can fight without them with Curse Tools,


general techniques like New Shadow
Style, a curse trait, or just their fists and
dreams.
Cursed Technique Types
These are the common types of effects a cursed technique can have. There will always be cursed techniques that
don’t fit cleanly into any of these types but that is only natural and you should try and be as creative as you want
with your CT.

Creation Summoning Manipulation Affliction


Cursed techniques Cursed techniques Cursed techniques where Cursed techniques
where the user’s Where the user the user manipulates and where the user places a
cursed energy takes summons a changes the environment, condition/ status effect
on the form of some Shikigami/ Curse to themselves, or another on themselves or
substance/ material. serve them. target. another target.
Wip Cursed Technique Abilities

Starting Range CE
This is a slide to help balance the abilities of your cursed
Technique max CT
lvl Melee/none 0 technique, showing the different ways you can use it. We
ability
can do this for things like damage, range, ect. However,
amount 10 ft 2 these are just guidelines, and the effect of your technique
20 ft 3 can be so unique and varied that you and your DM have
1 3
25 ft 4
to decide how it affects your CE cost yourselves.

2 5 30 ft 5
Reaction Type Abilities
40 ft 8
A character can have 1 ability that is Reaction based.
3 7 50 ft 9
This means it can be used as a reaction instead of a
60 ft 10 normal block or dodge. It’s same rules as those but you
roll control and if you fail the roll you can do one of two
4 9 80 ft 12 things. Fail the roll and take the damage or use extra CE
100 ft 15 to make sure the reaction move goes through. The extra
amount is up to player and DM.
5 12
Infinite range 18
*Proofreader
(editor) note: this is
more trivia than

Advanced Cursed Techniques Applications anything but other


than mahito none of
the disaster curses
have named CTs, so
(Extension techniques can be learned disaster flames is a
fandom name.
naturally. Maximum outputs and Maximum
techniques (next slide) must be learned via
Extension Techniques: the Jujutsu Skill list.) Maximum Output: An
Abilities derived from the extension technique where the
user's innate techniques. user puts in the maximum amount
These techniques either have of CE they can output into the
usage of that technique.
the same activation as an
To perform this the player would
already existing technique but
need to perform a hard control
different effect or vice versa.
check beforehand.
Damage (if it does any): (up to
DM and player) + tech +
Example: original Output level in d4
series examples:
Straw doll technique: Example: original
series example:
Resonance
Flowing Red Scale: Stack
Ratio technique: Curse Technique Lapse:
Collapse Blue
Disaster Flames*: Ember Maximum Output: Frost
Insects Calm
Maximum Techniques
A form of extension technique that use the maximum
potential of the innate technique. It is the highest form
of jujutsu other than domains. The peak of a cursed
technique born of nothing other than raw godlike skill.
Can only be used with a 3 or higher in your
technique stat.
These techniques can change both the effect and
activation of the original technique and can have
multiple effects as well.
* A technique
Damage: (dd)d12+Technique x 2 can come with
*a maximum technique does not need to do damage
different dice or
this is just a baseline if you want it to.
different amount
(dd). These
Cost: highest costing technique x 2 serve as a
*a maximum technique can cost more than this but baseline for
this is a baseline . creation .
Cursed Technique Creation Format

Cursed technique Name


History, general CT Activation: CT Trade Off:
description and type The inherent weakness and draw back of
The action it takes to activate the CT.
the technique. Could come from a lack of
Could be as easy as thinking about it or
versatility, offense, defense, hard
as complex as hand signs or ritual.
activation or even the user themselves.

CT moves name Moves description CE Cost CT Check/range damage/effect


The control check used to
The name of the The damage it does or
What the move does, what kind of technique it is Guess determine if you succeed in
move using the move and range the effect it has

CE trait CE Trait effect


Output Imbue
Damage Damage
Do you have level level
a CE trait or Its effect
not
Cursed Technique creation example
The 10 shadows technique
Type: Shikigami/ Manipulation Curse technique: trade off
An inherited technique of the zen’in
Cursed Technique activation.
This technique gives the user very powerful
The user must perform a shadow puppet hand
clan, allows the user to access 10 sign using cursed energy to use a shadow as a
shikigami but they must not only beat the
shikigami from shadows after shikigami in a 1v1 ritual but will also
medium to summon the shikigami.
permanently lose them if they die. Their
defeating them in a ritual, as well
power can be transferred into a different
as shadow manipulation. shikigami via Inheritance, however.

CT move name Move description CE Cost CT Check/range damage/effect

Summons 2 powerful shikigami dogs from Comtrol check: 6


Summon: Divine Dogs 6 CE Range: N/A
N/A
shadows , 1 black and 1 white

Summons a massive bird with a human face Comtrol check: 7


Summon: Nue 6 CE Range: N/A
N/A
that can summon electricity from its wings

CE trait CE Trait effect


Imbue level Damage Output
Do you have Damage
level
a Ce trait or The effect of it
1 1d4
not 1 1d6
Cursed Technique expansion

Coming whenever i have the time

Almost finished only a CT abilities and update to


advance curse technique applications left
Training Cursed Techniques
Cursed Techniques are the most fundamental way for a sorcerer to exorcise a cursed spirit, and as curses get stronger, so should a
sorcerer’s CT. To get stronger a sorcerer must excel at subtraction. Strong jujutsu sorcerers can run their CT at its maximum
efficiency without the loss of too much power. To this end, a sorcerer can train their CTs efficiency by lowering its CE cost and train its
potential by raising its maximum damage. A sorcerer can only reduce the CE cost and increase the damage of a CT once per ability.
The amount of CE reduced and the damage increase is up to the DM and player to decide on. So if a sorcerer has reduced the CE of
an ability once, they can’t reduce it via training a second time. On top of that, a sorcerer can train their CT so they can find new
applications for their CT. This results in the creation of a new move that the sorcerer can use. The DM and the player will decide the
damage and CE cost of the move/ability.

The way a sorcerer trains their CT is by performing Training Sessions. A training session is an activity that a sorcerer can perform
when they have free time. A session takes up one "slot" in the day, meaning it should last for ~2-4 hours. During training sessions, a
sorcerer will train their CT so they can reduce the cost of a move/ability, increase the damage of a move/ability, or create a new
move/ability. To train, a sorcerer must first decide what they want to train. Once that’s selected the DM decides how many training
sessions it’ll take to achieve that goal. Once that is decided, the sorcerer will roll a control check and they must pass a check set by
the DM. If they pass the control check they have completed one training session. But if they fail the check they do not complete the
training session meaning they don’t get closer to achieving their goal.
Cursed Energy Fatigue and Cursed Technique
Burnout
CE Fatigue CT Burnout

CT burnout is one of the worst things that can


Cursed Energy is still energy from your body: Using
happen to a sorcerer. CT burnout is caused by
it will drain you, if you exert it enough then like a
the user overworking their CT or by the user
muscle, it will break down.
overworking the part of the user's brain that
controls CE.
CE Fatigue: once someone falls below 20% CE,
they automatically lose a level in output and imbue
Thus they cannot use their curse technique at
and have to pass a fortitude as well as a control
all. This will naturally pass but it leaves the
check to not get disadvantage on all CE or CT rolls.
user in a very vulnerable state when active.
Thankfully this is very rare and near impossible
to cause, with the use of one specific
technique: The pinnacle of Jujutsu sorcery, a
Domain Expansion.
Reverse Cursed Technique
Reverse Cursed Technique (RCT) is a higher
Curse Technique Reversal
form of CE manipulation, a technique that Once you learn RCT, you can also
multiplies negative curse energy by negative apply the positive cursed energy to your
curse energy, turning it into positive cursed technique. This reverses the effect of
energy. RCT allows sorcerers to heal the original CT and is powerful yet
themselves, their allies, and kills curses faster costly ability known as Cursed
than normal CE. Technique Reversal (CTR).
To use RCT to heal yourself, a sorcerer must
To use it, one has to roll technique for
pass a control check, and if successful the RCT
the original technique and then roll to
heals 1d10 + tech. The control check to use
use RCT. After that, the cost of the CTR
RCT is a very high DC. Positive Cursed Energy
is more than just a healing tool as it’s also
is double that of the original one. It still
poisonous to curses. To use it on a curse, you has the same poisonous effect to
must first have the non self targeting RCT curses, doubling the damage of the
Jujutsu Skill. Then you must make physical original technique when it hits a curse
contact with the curse. The damage would be (assuming the new wild card of a
double what you roll to heal. technique still does damage).

Cost: 10 CE
Binding Vows
A Binding Vow is a pact made with cursed energy that creates conditions Example:
for themselves or agreements with others. Binding vows are usually used
to add rules to one’s CT to make it stronger. Revealing hand: When a
For instance, if you wanted to increase the range of your CT, you could
sorcerer explains their
make a binding vow that increased its range by 10ft but with a trade off or abilities to their opponent.
condition worth that increase, like a damage reduction (feel free to
discuss with your DM). Binding vows can be anything that sorcerers can They get a minor boost to
think of. Vows can also be made to make pacts with others. These pacts their Cursed Energy.
create rules that both sides must follow (for instance, if you want
somebody to heal you, make a binding vow where if they heal you, you Increasing it by 10%
will give them info they want). Pacts can be broken, but if such a thing
happens, massive repercussions can come from them. The
repercussions are always unknown and different for everyone so it could
be something as simple as losing your CE for a day or immediately dying.
Binding Vows made with others don’t cost CE.

COST: Up to the creator and DM.


Usually, the stronger a pact is, the
more CE it costs to make.
Heavenly Restrictions
Heavenly restrictions are some of the least
understood events in the jujutsu world.
When a person is born they can have a
“restriction” placed on any part of their
being, from their body weakening or a
restriction on their cursed energy, lowering
their reserves. However, they do get
something from the restriction as with
everything in this world, it’s a trade-off. As
one part of themselves is restricted,
another is enhanced.

Mechanically, a player can give themselves


a handicap on a stat to increase another in
character creation. Your character can
have a restriction that lowers their CE by
50% but increases their speed and
strength by +5 as an example. As long as it
is a trade-off deemed fair by the DM.
Cursed Tools
In this system, cursed tools replace support items. Cursed
tools are weapons and support items used by jujutsu
sorcerers that are purposefully imbued with a curse for a long
time. They can come as simple weapons or objects people
use or need for their cursed technique. Cursed tools are
different from random objects one imbues CE into.
There are a few differences between curse tools and support
items. First off, cursed tools don’t require you to flow CE into
them to be used against a cursed spirit. Since they are
already infused with CE, there will be no need to flow yours
into them. The second is that special-grade cursed tools
possess some form of CT. Cursed tools having a CT makes
them special grade but those tools don’t have to be at a
special grade strength level, it’s just where they go if they
have a CT. Curse tools are ranked by the grade level.
Cursed Tool Creation
A Cursed tool can last a lifetime and beyond. However, some
started as just regular weapons. To make a regular weapon into
a cursed tool, a jujutsu sorcerer has to constantly and
consistently imbue their cursed energy into the object.

This has happened unconsciously for some, those cases


creating cursed tools with CTs. But in real time, you have to go
through at least 10 battles where you imbue your CE into an
object or successfully train for 5 days of to do so. With your new
cursed tool, over time the object can slowly begin to gain its own
technique of the user’s liking. It could be their own innate CT or
something wildly different, and these cursed techniques can be
very powerful. It takes around 15 battles or 10 days of
successfully training for an object to gain/develop a CT.
Shikigami
Shikigami are non-innate techniques formed by Jujutsu sorcerers. They are
familiars that can look like anything formed from the user's CE and summoned
through some sort of an intermediary, such as hand signs or talismans. Though
they are non-innate, many Innate CTs use shikigami making them very
widespread. Shikigami can be formed from a sorcerer's CT or a sorcerer can
just possess a shikigami that’s unrelated to their CT.

In gameplay, the Stats of a shikigami vary greatly. They roll for their own
initiative but only act if they get a verbal command from their user. They also
possess their own CE, but not techniques (except the highest-class shikigami).
They don’t have CE but rather specific properties that function similarly. For
example, a shinigami named Nue can create electricity off its body, but cannot
use any type of curse technique. A shikigami could be a trusted ally or just a
foot soldier in your war.
MARTIAL ARTS
This is an expansion of the physical attacks in 1-C( slide 42) to better show the focus JJK has on martial arts
and hand to hand combat.
Available at Attack Damage Roll Trade off
PL = Power Level
Power LVL 1 Punch PLd4+Power none
TL = Technique Level
SL= Speed Level
Sneak Attack= A Scam Power LVL 2 Flurry of Blows PLd6+Power 1 round cooldown
and Sorcery (slide 50)
Vs strength , (PLx10)+5ft of distance
Power LVL 2 Judo Throw D4 of damage for every 15 ft they should 1 round cooldown
be thrown

Power LVL 3 Targeted Strike PLd4+Power -Stun 2 round cooldown

Technique LVL 1 Kick TLd4+Technique None

Technique LVL 2 Roundhouse TLd6+Technique 1 round cooldown

Technique LVL 2 Jiu Jitsu Hold Vs technique +Grapple 1 roundcool

Technique LVL 3 Dropkick TLd4+Technique + Stun 2 round cooldown

FREE (Combat) Tackle Power + Speed None

FREE (Strength) Grapple VS Strength None


MARTIAL ARTS 2
*a character knocked prone must
waste half their movement to get
up, are targeted with advantage
in close range and with
Available at Attack Damage Roll/effect Trade off disadvantage at range.

2 round cooldown
Vs strength Tech to escape as well
Power LVL 4 Chokehold
Pl*2 per round+grapple Only characters relative
in size

4 round cooldown
Power LVL 5 Manji Kick PLd6+ power+speed Take 2d6 damage on a
miss + movement halft

Technique
One Inch Punch TLd4+sneak attack+technique 2 round cooldown
LVL 4

vs technique and speed.


4 round cooldown +
Technique Can make a free physical attack
Perfect Parry take1.5x damage on
LVL 5 with advantage and negates all
failure
damage from the enemies attack

Speed LVL 4 Clothesline SLd4 + knocked prone* 1 rounds of cooldown

3 rounds of cooldown +
have disadvantage on
Speed LVL 5 Speed Blitz SLd4 + undodgeable
dodge/block rolls next
turn if misses
MARTIAL ARTS 3 Available at Attack Damage Roll/effect Trade off
Speed or Power Shoulder
PLd4 or SLd4 + Knock back 10 feet none
LVL 4 Bash

VS strength minus intelligence lvl


PLd4 + power
Power LVL 4 Headbutt 2 rounds cool down
Cause disadvantage on all rolls next
turn for who ever loses the VS

SLd4 or TLd4 + bonus to AC equal to


Speed or Capoeira
your (TL/2) until the start of your next 2 round cooldown
Technique LVL 4 Kick
turn

Cooperation Roll stealth or deception to hit Can’t be used on the


Low blow
LVL 4 SLd4+ stun same opponent twice

Cooperation Roll stealth or deception to hit Can’t be used on the


Throat Strike
LVL 5 SLd4+sneak attack same opponent twice

Can only be used once


per combat encounter
and for the next two
Power and Tech PLd6 or TLd6 + power or tech +
Rokuogan rounds the user can
LVL 5 unblockable
not use power or tech
Artist based attacks above
lvl available 1.
MARTIAL ARTS 4
Available at Attack Damage Roll/effect Trade off
Can only be used
once per combat
Hakkai encounter and for the
Speed and
Zanko (it’s Roll stealth or deception to hit next turn the user
Cooperation
from Undead SLd6 + sneak attack + stun will have
LVL 5
X Unluck) disadvantage on all
speed and
cooperation rolls
Black Flash *Insert some nerd shit about black flash breaking
the story cause math.

The Black Flash is more than a technique, more than a move, Example: A sorcerer tries to punch a curse.
a phenomenon that no one, no matter how powerful, can They roll a control check and crit. They have a 3
in power so that's 3d4 + 3. They roll and get a 10.
master. Anybody at any point and any time can accidentally or
They then would multiply that 10 by 2.5 and end
purposely achieve a black flash by releasing a certain amount up dealing 25 damage. Then their next control roll
of CE in 0.000001 seconds. that involves CE would get advantage.

So to mimic that feeling, black flashes are achieved by rolling


a crit on a control roll involving the use of CE. However you
must be level 2 or higher in technique to be able to black
flash. Black flashing results in the total damage of the attack
that the crit was rolled on being multiplied by 2.5 (if you get a
decimal the damage is rounded up to the nearest ones place.
The reason it’s not to the power of 2.5 like in the series is that
the damage output would break the game* and essentially
ARTIST
one shot every enemy). Then the next control roll that
involves CE gets advantage, which would give you a higher
chance to black flash again. The advantage is added to mimic
the in-the-zone effect that people get into after they black
flash.
Divergent Fist Cost: 6 CE

In this system, Divergent Fist is used to boost your CE imbue Divergent Fist can only
damage, replacing the original imbue damage. When a sorcerer be used with the punch
strikes with their fist using a thin layer of cursed energy, a second action.
wave of cursed energy is unleashed a few moments afterward,
effectively creating two impacts with one punch. To mimic this Damage (with no
double-hit effect, the user of Divergent Fist will roll two imbue
damage. The first will be a normal imbue damage of 1d4. Then the modifiers): 1d4 + 1d6.
user will roll a second imbue roll but you’ll roll 1d6 instead. Cursed
energy imbue increase also applies to divergent fist, however you Control Check: +2 more
must first have two CE imbue increases to increase the d6 than a normal CE roll.
damage (I.E. with 2 levels of CE imbue increase, you deal
2d4+2d6, and if you had 1 level it’d be 1d4 + 2 + 1d6). Unlike
normal CE-infused attacks, it costs CE to use divergent first since
you add more CE to your normal attack so you can do the second
hit. Also the control roll will be higher than a normal CE-infused
attack. If divergent fist lands, it triggers a scam and sorcery
(slide 47) but it only works once per target on the first attack with
divergent fist.
Destructive Fist Destructive fist can only be used with the
punch action.

Destructive fist is a new technique that I added to the system. Cost: 5 CE per turn spent gathering CE for
Divergent Fist seemed like such a cool concept for a fighting an attack (if interrupted you get the CE back)
system that I wanted to add more CE based techniques.
Damage: 1d4 + 1d6 (gain an extra d6 per
Destructive Fist will be used to increase your imbue damage like turn spent charging the attack) (The Cursed
Divergent Fist. Destructive Fist is a technique like divergent fist Energy Imbue Increase skill does not affect
where it’s based around a user CE and anybody can use it. the d6!)
Destructive fist allows the user to increase their CE imbue
damage by focusing their CE and gathering it into one spot. The Control Check: none (because you’re taking
time to use the ability)
longer the CE builds up and charges the more damage comes
from the attack. For every turn spent charging you add a d8 to a
CE damage roll. So if you charge it up for three turns you get plus
3d6 to your roll. If you’re attacked while charging up an attack then
you lose your focus and you must start over again but you regain
the CE you spent charging up. Also, you cannot use other CE
damage moves in combination with destructive fist. So you can’t
use a divergent fist attack and a destructive fist attack at the same
time. CE Imbue increase skill cannot be applied to destructive fist.
Curse Energy Discharge and
Cursed Energy Blast
Cursed Energy Discharge allows the sorcerer to condense and fire off a blast of curse energy similar to a
granite blast if you have read the manga. This ability allows sorcerers to use ranged attacks of CE without a long
ranged weapon. This technique starts off weak but gets strong and stronger as the sorcerer increases their output
and CE in general. To use Cursed Energy Discharge, a sorcerer must roll a control check then a precision check
to hit. The damage is the same as their output damage plus technique. It’s affected by their damage output
increase, and if they posses a curse trait it also affects the discharge. It costs 4 CE to use.

Furthermore, Cursed Energy Discharge has a more advanced form called Cursed Energy Blast. First the
sorcerer must have the cursed energy discharge skill. Then the sorcerer can charge up their cursed energy
discharged into one powerful attack. It costs 5 CE per turn to charge and for every turn spent charging it does
an extra d6. If the sorcerer is interrupted the charging stops and they regain all the CE they spent charging up the
attack. CE damage output doesn’t effect this skill and no control check is required to use this skill.

Further still, sorcerers can learn what is called Instant Cursed


Energy Blast which, as the name implies, allows one to skip
the charging process altogether. Instead, the sorcerer can
choose how much CE to invest in the blast, dealing an extra d4
for every 4 CE (to a max of 32 CE), while also receiving benefits
from any output upgrades. Naturally, such a technique requires a
much higher control check than a regular blast.
Curtains
A curtain is a commonly used barrier
technique that separates an area using
a black force field that is imperceivable
to outside observers. Curtains have
rules added to them that allow the
sorcerer to decide what is allowed to
enter and leave, the most common
form being a curtain that prevents
curses from exiting it. To use a curtain
the sorcerer must first say, “Emerge
from the darkness, blacker than
darkness. Purify that which is impure”,
then roll a control check. If the check is
Cost: 5
passed then a curtain is formed.
CE
Domain Expansion
Domain Expansions are the most iconic and powerful abilities in JJK. A Domain
Expansion (DE for short) is an advanced barrier technique and also the pinnacle of jujutsu
sorcery. It constructs the user's innate domain inside a barrier infused with their innate CT.
A DE is achieved by succeeding on a high control check. Once created, the effects of
the domain are up to the player and DM. It has to center around the player CT, but the
ability and its look are up to the player. A domain expansion acts like a major boost to
a sorcerer CT either by increasing its strength or viability. Much like in the series, all
attacks made in the domain are sure hits and people can’t leave the domain once
they’ve entered it. But unlike the series, the caster’s CT abilities are halved while they
are inside the domain. This reduction also applies to the cost of the domain abilities.
Lethal and incomplete domain trigger a scam and sorcery when a target gets hit
by a sure hit attack of the domain for the first time. Domains only last for 8 turns
but the limit can be increased with jujutsu skills. There are currently three types of
domains and they will be explained in the next slides.
Incomplete Domain Expansion
An incomplete domain is a domain expansion that
Cost: 15 CE
isn’t fully completed, meaning that the sorcerer has the Range: As big as your
ability of domain expansion but they don’t have a
barrier and consequently, they don’t have a sure-hit. To surrounding that the
make up for the lack of a barrier, incomplete domain caster is basing it on
sorcerer use their surroundings as walls. To use an
incomplete domain, a sorcerer must first be in a place
that can act like a barrier, like a room or a building.
They must then roll a control check and if they
succeed, they can expand their domain. Every turn,
however, they must make a control check and if they
fail the check the domain will collapse. The domain
expansion lasts for 8 turns if all checks are passed and
afterwards, the caster cannot use their CT for 5 turns
because of CT burnout.
Lethal Domain Expansion
A Lethal Domain Expansion is the most
common type of domain expansion. After
passing a high control check, this type of Cost: 25 CE
domain allows the caster to summon a domain
that will do undodgeable damage to whoever is Range: 20 ft in
inside the domain. The CT cost of the domain’s
caster is halved while inside the domain, as all directions
well as all of the domain abilities themselves.
Whoever is inside the domain is trapped
because of the barrier and cannot escape
unless another domain expansion is used to
create a hole in the barrier or an outside force
breaks into the domain. A lethal DE lasts for 8
turns and after that time is up, the caster
suffers CT burnout and can not use their CT
for 5 turns.
Nonlethal Domain Expansion
A Nonlethal Domain Expansion acts exactly like a lethal Cost: 15 CE
domain expansion, with four key differences. The first is
that nonlethal domains don’t do any damage to their Range: 20 ft in
target, instead creating rules that the target and/or the all directions
caster must follow. The caster can still harm the target but
they cannot harm them directly with the domain since it’s
non-lethal. The second difference is that the caster has to
pay the full cost of CTs that don’t involve the DE. DE
effects are free since they were already “paid for” with the
casting of the domain. The third is that there is no limit to
how long the domain stays up. The domain doesn’t
disappear until the “game” of the DE has been completed.
The fourth and biggest difference is the speed at which the
caster recovers from CT burnout. It only takes 2 turns to
recover from CT burnout, unlike lethal DEs which take
5 turns.
Sure Hit Attacks
Sure hit effects/ sure hits/ guaranteed to hit/ can’t miss attacks, as the names suggest, can’t miss. This is
an effect found in many techniques such as domain expansion or new shadow style. If a technique or
ability (this can apply to shikigami as well) has the sure hit effect, the attack treats the target's AC like it’s
zero and it prevents the target from dodging. The target is allowed to block and the user still has to roll to
hit even if their AC is treated as zero (so that the target can roll fortitude for blocking).These attack based
sure hits can also be called sure kill attacks in order to separate them from non-offensive sure hits.

Example: Any lethal domains we see like Dagon’s, Sukuna’s, or Gojo’s. New shadow style would also fall
under this category since their attacks automatically intercept their targets.

Sure hit effects or can’t miss attacks don’t just apply to attacks: they can also apply to things like nonlethal
domain rules. These types of sure hits are “attacks” that can’t be dodged or blocked. These sure hits are
no lethals attacks like when a non lethal domains rules floods into a targets brain.

Example: Hakari’s Idle Death Gamble sure hit that floods the rules of the domain’s “game” into a targets
brain, rendering the use of anti domain techniques pointless.
Domain Clashs
A domain clash happens when multiple domains are
cast at the same. With how rare this is, you would
think what happens would be unknown, however the
simple cruelty is almost self-explanatory. Whoever has
better mastery over their domain wins and their
opponent’s domain is destroyed.

A domain clash is decided by a control contest. The participants all have to perform
a control roll. If one of the participant's roll is 5 or more points higher than their
opponents, their domain wins, the opponent's domain is instantly destroyed and the
winner's domain activates like normal. If nobody gets a 5 point difference, then a
winner is decided by who gets two rolls back to back that are 2 points or higher than
their opponents first. While a domain clash is going on all the abilities for the domain
expansion will still work except for the sure hit effect. The sure hit effect of the
domain won’t work until a winner is decided.
Anti domain technique: SIMPLE DOMAIN
Simple domain (SD) is a technique specifically made to COST: 6 CE per turn
counter the sure hit effect of a domain, and is one of the
best ways to fight against an opponent with a domain RANGE: 10 ft
expansion. The main use of a simple domain is New EXAMPLE: I use a simple
Shadow Style, but there are many ways to use a simple domain with a technique stat
domain, like adding a unique binding vow to yours to give it of 4 so I roll 1d4+4. I get 8.
a rule similar to a non-lethal domain expansion on a smaller
Then I subtract that from my
scale.
opponent’s technique stat of 4.
When using a simple domain, it negates the sure hit effect Anyone in my simple domain
of the domain for anyone inside it’s set distance. The area (which follows me) is
amount of turns you are immune to is decided by a (1d4+ immune to the sure-hit effect
technique) roll of the simple domain user minus the of domains for 4 turns.
technique of the domain caster. Simple domains can be
used as a reaction immediately to a DE. There is no
cool-down on a simple domain like DE so a new shadow
style can use SD again and again. You must succeed on a
control roll to use simple domain.
Anti Domain Technique: NEW SHADOW STYLE
New shadow style is one of the most effective forms of a simple domain, functioning similarly to the way a regular simple domain works (this
means you have to roll control like with normal SD (simple domain)) but with applications outside of domains. To use new shadow style,
sorcerers must cast a simple domain and then wait for a target to enter or do some kind of action inside their simple domain. Sorcerers don’t
need to cast SD, wait a turn then use the technique as it’s implied that if you use these techniques you use SD as well. The CE cost for these
techniques takes the use of SD into effect so you don’t need to pay the cost for SD and the technique. If the technique gets interrupted, the
sorcerer just loses 6 CE (the cost of a SD) instead of the full cost of the technique. All new shadow techniques have the effect of automatically
intercepting anything that enters the domain radius (sure hit effect kinda) by the user, whether they want to attack or defend, at the
cost of this effect deactivating if the user leaves from their original position. The user gets to instantly act to intercept anything in range
regardless of the turn order. A new shadow style attack auto hits meaning that it’s a sure hit effect of sorts. The difference is that targets can
dodge this sure hit effect but the target must use two reaction points to dodge instead of one.

. Evening Moon Draw : The most defensive


Batto Sword Draw (Quick Draw): The fastest
technique in the new shadow style takes an incredibly
technique in new shadow style, anything in the radius of the
low stance and their simple domain effect
simple domain that was cast will be automatically automatically activates when an attack enters its 15 ft
intercepted (sure hit effect) by the user, whether they want radius.
to attack or defend. But at the cost that, this effect will
deactivate if the user leaves their original position. The user The effect is that the user gets a short amp increasing
gets to instantly act to intercept anything in range their AC by 5 points allowing them to block more
powerful techniques. But they lose the ability to attack
regardless of the turn order.
people while in this stance.
COST: 6 CE COST: 8 CE
RANGE: 10ft RANGE: 10 ft
New Techniques For New Shadow Style

I want to make New Shadow Style Moonlight Draw: Moonlight draw allows the user to parry an attack.
an actual fighting style instead of a The user casts their simple domain, then enter a stance similar to Batto draw
except they face sideways instead of forwards. The user waits until an attack
one-off thing you can do with a is made against them. Once the attack is made, the user draws the blade and
simple domain. So I’m adding new knocks the weapon out of the attacker's hand. They then follow up the
techniques to make it a real viable disarmament with a basic attack.

fighting style. COST: 10 CE


RANGE: 5 ft
New Moon Aerial Draw: New moon aerial draw
Crescent Moon Draw: Crescent moon draw works like batto works like batto draw. However, this technique only works
draw. However, when drawing their sword, the user first lowers when a target is above/in the air when they’re inside the
their body then they draw their sword in an arc-like motion simple domain. Once the target meets the conditions of
mimicking the look of a crescent moon. When this attack hits it being on a higher level than the user, the user launches
does an extra d6 of damage and it launches the target 10 feet towards them and unleashes a flurry of attacks against
into the air. them. The user can make a second attack against the
COST: 8 CE target on the same turn, but all these attacks must happen
RANGE: 10ft in mid-air. You can’t use other new shadow techniques with
the second attack.
DAMAGE: an COST: 12 CE
extra d4 RANGE: 10ft
Miwa kills sukuna
will be real
WIP New Techniques For New Shadow
Style 2
Anti Domain Technique: Falling Blossom Emotion
Falling blossom emotion is a secret art passed down in COST: 10 CE
the big three sorcerers as a countermeasure to
domains. Unlike Simple domain in which the user
manifests their domain to nullify a DE's sure-hit attack, RANGE:
Falling Blossom Emotion shrouds the user in CE that Exclusively self
counter-attacks the moment a domain's guaranteed hit targeting
makes contact. The cursed energy defends the user
automatically, countering any attack with equal force to
nullify it.
The user will roll a physical attack+technique and
compare it against the damage of the sure hit effect, if
the damage is the same or higher, it nullifies the attack.
If it is lower, sure hit damage will be subtracted by that
much. The amount of turns it lasts is calculated by the
user rolling 1d6+technique minus the opponent domain
user’s technique.
Anti Domain Technique: Hollow Wicker Basket
The technique is invoked by a hand sign where the
user folds fingers between one another while COST: 4 CE
extending their arms forward. As implied by its name,
hollow wicker basket takes the form of a spherical, RANGE: 5ft
woven basket-like shield around the user. It
neutralizes a domain's barrier imbued with a cursed
technique to nullify its guaranteed hit. However, it
cannot neutralize cursed techniques themselves,
making it ineffective against incomplete or non-lethal
domains.

It works the same as a regular simple domain,


but costs less and has less range.
Anti Domain Technique: Domain Amplification
Domain Amplification works by the user expanding their
Example: The user
domain thinly over their entire body like a cloak. While
activates a domain
domain amplification is active, the user can neutralize the amplification and
sure-hit effects of any domain expansion. The technique automatically negates
will also neutralize the cursed technique of anyone the effect and damage
touched by the user, granting the user flexibility. However, of the enemy's CT if
its primary drawback is that an innate technique cannot they make contact. But
can’t use their own CT.
be activated at the same time, limiting the user to relying
on hand to hand combat.

The time it lasts, the cost of this technique, and the DC to


use are the same as the user’s regular domain. The user
must make contact with the target or the target's CT to
negate their CT.
The Philosophy Of A Sorcerer
The world of a sorcerer has one During gameplay a player can and often will
cruel rule: Strength rules over all. find themselves in tough spots during a
mission or any type of combat situation.
But while true strength has never They can get a flash in their minds of an
and will never be found, One’s idea of how to use their abilities in new ways
emotions and perspectives have or a story beat where growth should be the
shown greatly to affect their natural outcome. In that case, during those
power and skill with Jujutsu. As story moments or when a character is below
20 % of their natural health they can enter
one grows as a sorcerer one an awakening state. During this stat they
must find an understanding of can roll a control check set by the DM in
what the world is to yourself, and order to perform a new move made up on
how you play into it. Figuring this the spot with their CT, immediately learn the
out will lead the sorcerer one jujutsu skill in their jujutsu skill slot or a
technique that they were training for. This
step closer to true strength. applies to NPC’s as well.
A Scam and Sorcery
A jujutsu sorcerer won’t fight mindless curses forever. The stronger
the curse, the smarter it tends to be, and sometimes sorcerers will be
forced to fight one another. In battle, pure strength will rarely be
enough. A sorcerer’s wit can be just as great a tool as their fists and
CE. Lying, deceiving, and figuring out your enemy's ability are key to
beating powerful foes.

Much like in JJK, tricking and outsmarting your opponent will be


rewarded, in this case by gaining access to a special surprise
attack. This surprise attack is called a sneak attack or the
triggering of a scam and sorcery. To trigger this type of
attack a sorcerer must first attack an enemy during combat in a
way they didn't expect for example, attacking from a spot they
didn’t know you were, a surprise change in an ability that
catches them off guard, or an attack you were able to deceive
them of it’s true nature. Then the sorcerer would roll a stealth
or deception check and the target will roll perception. If
they don’t roll higher then they attack like normal. However, if
they roll higher then they will get advantage to hit and an extra
d6 of damage + lvl in cooperation or speed (depends on if
you use stealth or deception to attack). But if the sorcerer
tries this attack again on somebody who’s already
experienced/seen the attack (not the sneak attack the actual
move that triggered the sneak attack) the sorcerer will have to
roll deception with disadvantage.
JUJUTSU JUMPING
This is a small rework/expansion of the combo system found in 1-C (Slide 41 you can find 1-C links in slide 3)
All combo attack rules and effects in 1-C apply to our combo attacks as well. So the multiplier is the same as in 1-C.

The Basics The Trade Off


You may die alone but you probably won’t fight To perform a combo all those in the combo must pass a cooperative dice check set by the dm. If
alone, at least not always. On missions, you will someone fails their attack is not counted in the combo and if only one person succeeds then it’s
need to communicate and work with your fellow no longer a combo at all and when it’s their turn they will just perform that attack normally. But if
sorcerers if you want any hope of survival. they started the combo and they succeeded but one of the participants didn’t then they don’t get
to attack since starting the combo was their action. For the ones that fail they are left Exposed
With this system, you can perform combo meaning that enemies will have advantage to hit them.
attacks. The amount of people who can be in
your combo attack is equal to your
After you successfully perform a combo the participant's turn will be used up and they cannot
cooperativeness stat. Combo attacks can only
act on their natural turn.
be performed with an ally who is within 30 feet
from you and once the combo attack starts, no
ally is allowed to be more than two spaces from
each other. If all players in the combo dice are
within a range of 3 you enter Combo Time (see
on next slide), otherwise you just do a normal
combo attack. Also, combos don’t have to
involve physical attacks: you can also use a CT
attack in a combo, though it still costs CE to use
the ability. After that, you officially get to jujutsu
jump somebody.
Combo Time
Jujutsu Kaisen has a lot of moments where somebody gets jumped,
Dice Combo Time Effect
but it’s not just a one time attack; This in-sync type of fighting lasts for
Range Level
a bit. To mimic this feel, if you roll a combo and the combo roll number
is within 3 points of each other you and your partner enter combo You can perform a combo
time. So if one person rolls a 10 and another person rolls a 13 they’d
enter a level 1 combo time. Combo time is a state players can enter
3 1 attack next round without
rolling for combo.
when they are perfectly in sync with their partner or Brother.
You can perform a combo
Depending on how close the dice rolls are depends on what level the
combo time is. All combo time effects must happen with the person or 2 2 attack without rolling for combo
for the next two turns.
people who started the combo time initially with.
You can perform a combo
attack without rolling for combo

1 3 for the next two turns. The


initial combo attack stuns the
target for one turn.

You can perform a combo


attack without rolling for combo
for the next two turns. The
initial combo attack stuns the

0 Max target for one turn. For the next


two turns the players in the
combo attacks have a
permanent in the zone effect
(slide 59).
Jujutsu Skills
Jujutsu skills are abilities that you cannot get from the XP shop, but rather
from the jujutsu skills list, working similarly to how study slots work in
Breath and Live. In Breath and Live, you get study slots to put skills into
and once you meet the requirements of the skills, you unlock it. However,
in the JJK system, once a skill requirements are met the slot becomes
free (also they’re called jujutsu skill slots instead of study slots). Every
sorcerer starts with one jujutsu slot, and at grade 2 and special grade a
sorcerer gains a new slot to use, respectively. The requirements to unlock
the skills are the minimum needed, meaning that you can get a grade 4
skill if you go on a grade 3 mission or a grade 4 skill if you go on a grade 1
mission.The next slides are the complete list of skills (though suggestions
are welcome).
Jujutsu Skill List Legend
Background color General CE Buffs Slides 55-56

Background color CT/RCT Skills Slide 56

Background color General Active Skills Slide 57

Background color Black Flash Upgrades Slide 58

Background color Combo Upgrades Slide 58

Background color Domain Related Upgrades Slides 59

Barrier Techniques/ Anti


Background color Slides 60
Domain Upgrades

New Shadow Style Skills/


Background color Slides 61
Simple Domain Buffs
Min. Missions needed to
Skill Description
go on to unlock the skill

Cursed spirit The sorcerer can add 1d4 for intelligence rolls on a cursed spirit (can
One grade 4 mission
Knowledge Increase be “learned” 2 times).

Cursed Technique The sorcerer can add 1d4 for intelligence rolls on CTs (can be improved
One grade 4 mission
Knowledge Increase 2 times)

CE Imbuement Two grade 4 missions/ One The sorcerer gains +1 on control rolls when attempting to use CE
proficiency grade 3 mission imbuement (can be learned 2 times).

Cursed Tool The sorcerer +1 damage dealt when using cursed tools (can be learned
One grade 3 mission
Proficiency 3 times).

The sorcerer can regain a 1d8 of CT after every battle that lasted longer
CE Recharge One grade 3 mission than three rounds. (can be learned 4 times, adding another d8 every
time).

Cursed energy Control The sorcerer gains +1 to all CE/CT related rolls (can be learned 2
One grade 3 mission
Increase times).

Cursed Energy Output The sorcerer levels up their cursed energy output by one (can be
One Grade 2 mission
Increase learned 4 times).

Cursed Energy Imbue The sorcerer levels up their cursed energy imbue output by one (can be
One grade 2 mission
Increase learned 2 times).
Cursed Energy Trait One grade 2 mission The sorcerer gains a cursed energy trait. Costs 4 CE to use.

Cursed Energy
One grade 2 mission The sorcerer gains +2 to all control rolls.
Mastery

Cursed Energy
One grade 1 mission The sorcerer gains a permanent +5 max CE for every level in Technique.
Increase

The sorcerer can create a maximum output technique. It must have a decently
Maximum Output One grade 2 mission
high DC and CE cost.

The sorcerer can create a maximum technique. It must have a high DC and
Maximum Technique One grade 1 mission
cost a lot of CE to use.

Reverse Cursed Two grade 2 missions/ One grade


The sorcerer learns the Reverse Cursed Technique skill.
Technique 1 mission

Improved Reverse Must first have the RCT skill. Add and extra d10 to an RCT roll (an be learned
One grade 3 mission
Cursed Technique 2 times).

Cursed Technique Must first have unlocked the RCT skill. The sorcerer unlocks the Cursed
One grade 2 mission
Reversal Technique Reversal skill.

Non Self-Targeting
One grade 1 mission The sorcerer can now use RCT on other targets besides themselves.
RCT
Cursed Energy Two grade 4 missions/ One grade 3
The sorcerer learns the Cursed Energy Discharge skill.
Discharge mission

The sorcerer gains the ability to enter their mind and get advice from somebody they
Takada’s Guidance One grade 3 mission idolize. This means twice per day, a sorcerer can instantly know what a target's attack
can do or what it is currently doing to them.

Two Grade 3 missions/ One grade 2


Destructive Fist mission
The sorcerer learns the destructive fist skill.

Two Grade 3 missions/ One grade 2


Divergent Fist mission
The sorcerer learns the divergent fist skill.

Once per day, the sorcerer can instantly understand and know a sorcerer or curse’s
530,000 IQ One grade 2 mission
CT. Must have seen the CT at least once before you can activate this ability.

Once per day, the sorcerer can turn a failed block or dodge into a successful block
Survival Reflexes One grade 2 mission
with the best possible roll on CE output. Costs 1/5th of the sorcerer’s max CE.

Must first have the Cursed Energy Discharge skill. The sorcerer learns the Cursed
Cursed Energy Blast One grade 2 mission
Energy Blast skill.

Must first have the Cursed Energy Blast skill. The sorcerer can now skip the charging
Instant Cursed Two grade 1 missions/ One special
phase of the blast, choosing the CE spent. For every 4 CE spent (max. 32 CE), the
Energy Blast grade mission
attack does an extra d4. Higher control roll needed, affected by output.
Two grade 3 missions/ One
In The Zone Once per day, a sorcerer decreases their control crit range by 3.
grade 2 mission

Blessed By The Twice per week a sorcerer can turn a control roll into a crit
Sparks One grade 1 mission guaranteeing a black flash. This can only be used on control rolls
Of Black involving an attack.

Brought Out 120% Two grade 1 missions/ One After performing a black flash, the sorcerer gains advantage on all rolls,
Of Their Potential special grade mission not just control rolls. This includes damage rolls.

Once per week, the sorcerer’s first combo move against an opponent
Jumped Two grade 3 missions can be guaranteed to trigger “A Scam and Sorcery” (can be learned 2
times).

Once per day, the sorcerer can reduce or increase a rolled combo roll
My Best Friend One grade 2 mission
by 1 or 2.

Once per battle, the sorcerer can utilize combo to swap places with an
Two grade 2 missions/ One ally, granting both advantage in combat on their next attack and
2v2
Grade 1 mission swapping positions in initiative. Does not grant a combo damage
multiplier.

Two grade 1 missions/ One Twice per week, the sorcerer can turn a combo roll into an exact copy
Perfectly in Sync
special grade mission of another player’s combo roll.
Incomplete Domain
One grade 2 mission The sorcerer unlocks the incomplete DE skill.
Expansion

Lethal Domain Two grade 1 missions/ One Must first have unlocked the incomplete DE skill. The sorcerer unlocks
Expansion special grade mission the lethal DE skill.

One grade 1 mission (if you


Nonlethal Domain The sorcerer unlocks the nonlethal DE skill. (Must first have unlocked
have a DE-based CT, then one
Expansion incomplete domain expansion if it’s not a part of your CT).
grade 2 mission)

Domain Range Must first have unlocked the lethal DE skill or nonlethal DE skill.
One grade 2 mission
increase Increases domain range by 5 ft.(can be learned 3 times).

Domain Expansion Must first have unlocked the lethal DE skil. Increases DE duration by 1
One grade 2 mission
Time Increase turn (can be learned 2 times).
Curtain One grade 4 mission The sorcerer unlocks the curtain skill.

Hollow Wicker
One grade 3 mission The sorcerer learns the Hollow Wicker Basket technique.
Basket

Two grade 3 missions/ One


Simple Domain The sorcerer learns to use Simple Domain.
grade 2 mission

Falling Blossom
One grade 1 mission The sorcerer learns the Falling Blossom Emotion technique.
Emotion

Domain Two grade 1 missions/ One Must first have the Lethal/ Non-lethal Domain Expansion skill. The
Amplification special grade mission sorcerer learns Domain Amplification.
New Shadow Style: Must first have the simple domain skill. The sorcerer learns new shadow style:
One grade 3 mission
Batto Sword Draw Batto sword draw skill.

New Shadow Style: Two grade 3 missions/ One grade Must first have the simple domain skill. The sorcerer learns new shadow style:
Crescent Moon Draw 2 mission Crescent Moon draw.

Must first have the simple domain skill.The sorcerer learns the new shadow
New Shadow Style:
One grade 2 mission style: Evening Moon draw
Evening Moon Draw
skill.

New Shadow Style: Must first have the simple domain skill. The sorcerer learns the new shadow
One Grade 2 mission
Moonlight Draw style: Moonlight draw skill.

New Shadow Style: New Two grade 2 missions/ One grade Must first have the simple domain skill. The sorcerer learns the new shadow
Moon Aerial Draw 1 mission style: New Moon Aerial draw skill

Simple Domain Range Must have the simple domain skill. The sorcerer's simple domain increase in
One grade 2 mission
Increase range by 5 ft.

As a reaction twice per day the sorcerer's can change the new shadow style
Stance Change One Grade 2 mission technique that their using. So if your using crescent you can for a reaction turn
it into moonlight draw.

Simple Domain/New
The CE cost for the use of Simple domain gets reduced by 2. This also
Shadow Style CE Cost One grade 1 mission
applies to the cost for new shadow techniques as well.
Decrease
Cursed Spirits Artist

Cursed spirits are the enemies


that sorcerers were made to fight.
A collection of negative emotion
and Cursed Energy given off by
normal people, coalesced and
given life. The only way to kill
cursed spirits is if a sorcerer uses
CE in their attacks or if they use a
CT. Curses cannot drop below 1
HP unless they are attacked by
an attack fused with CE or a CT.
Curses grade 3 and under fight
with their claws, fangs, and other
appendages. Curse semi-grade 1
and above possess a curse
technique that they can use in
combat.
CURSED SPIRIT ADVANTAGES
Curse Biology Regeneration
Curses do not have any biological restrictions. They Curses can regenerate
can be any size, shape, and have any physical
characteristics, and their bodies are entirely made
health like demons in
up of cursed energy. Their metaphysical existence breath and live. It takes
makes it impossible for non-sorcerers to perceive or an action and the diece
touch them. Living humans who have been cursed they roll depends on
can only tell they have strange symptoms without
realizing a cursed spirits behind it. Non-sorcerers
their grade level. It cost
whose lives are put in danger by a curse may gain 5 CE for a curse to
the ability to see it in that life or death regenerate.
situation.When they die their bodies turn to black
dust and disappear (unless their core is preserved).
This also means physical damage won’t affect their
ability to keep a technique active unless you fully
kill them. On top of that due to curse being made of
CE they poses a lot more of it then humans. Curse
have a set amount of CE they can use before
they start losing their form due to lack of CE.
So while it may seem bottomless they all have a
limit.
CURSED SPIRIT MOVES WIP
Being inhuman has its benefits: a curse can use their twisted biology to kill just as much as they can use their cursed
energy. This is a basic list but you can and should buff, change, reskin and add these in order to give your curses a full
moves that matches their form and the power level you want them to have.
To Be A Clever Curse
You can’t count on a Curses below Grade 3 have a 1 in intelligence.
Curse Grade 2 and above can start to access
curse for anything, not more complex thought.
even to stay stupid.
INTELLIGENCE 1: Animalistic; uses their
While most curses are biological abilities and gains access to a scam and
near mindless, the sorcery
more powerful they
INTELLIGENCE 2: Some intelligence gains
get, the smarter they access to basic speech, simple domains,
become. Intelligence Imbue, output, and access to their CT and all
abilities innate to their CT if they have one.
level 2 curses and
above curses get the INTELLIGENCE 3: Average intelligence: gains
ability to speak. access to complex speech, and domain expansion
Intelligences level 4 INTELLIGENCE 4: Higher human intelligence
curses and above can and can use all forms of CE.
start accessing their
INTELLIGENCE 5: Gains access to attacks
potential and may use found in the martial arts slides (slide 26-29).
more complex Jujutsu.
To wake a curse
“As mind kind rules like a never-ending storm a curse’s cruelty will grow
forevermore”. A curse can be just as smart as a sorcerer and once they
reach that point they get the same ability of sudden growth as us humans.

Curses with An Intelligence of 4 or higher Have the same benefits given


By The Philosophy Of A Sorcerer ( slide 48). A curse can learn a new
move set by the DM after it reaches 25% HP or lower without rolling. But
not all curses with an Intelligence of 4 or higher have this. Most just don’t
have any more they could learn but some do and if you ever run into run
may god have mercy on your soul. Those who have more to learn are
what separates a simple curse from a true threat.
Cursed Spirit Grade Level
There are Semi-grade curses, but they're just the inbetween between two grades so they will scale appropriately.
(For damage, the curses don’t have to use those exact dice but the damage should be in the same ballpark).

Grade Level Health, AC, Damage, CE, CT In series Example

5 6-12, 1, 1d4-1d6, 5 CE, No Fly-heads

4 15-25, 4-5, 1d4-1d8, 10-15 , No Roppongi Curse

3 35-45, 6-8, 1d6-1d10, 20-30, No N/A

2 45-65, 10-12, 1d8-2d8, 50-70, No Ko-Guy (Grasshopper Curse)

1 70-85, 12-14,2d8- 2d12, 80-90, Yes Rainbow Dragon

100-150, 14-15, 2d10-3d12,


Special Finger Bearer, Kurourushi
100-130, Yes

Disaster Curse ( not a real grade 150-200,15-16 , 3d12-2d20,


Jogo, Mahito, Dagon, Hanami
this is more of a category) 140-150, Yes
Cures Spirit Creation/Stats
A curse spirit stats are based on a point system where every grade level gets a certain amount of points to put into their stats. To make it
balanced grade 3 and below cannot have more than 2 points put into one stat, grade 2 can’t have more than 3, 1st can only have 4 points put into
1 stat the rest can’t have more than 3 points, special can have only have 5 points put into 1 stat and the rest can’t have more than 4, and disaster
can’t have more than 5. Curse grade 4 and above can heal themselves in a process similar to Reverse Curse Technique. For every grade level
starting at 4 curses can heal 1d6. It takes an action to use this ability and it cost 5 CE to use. Stronger curses have more than one action per turn.

5th Grade: 1-2 points and has one action per turn

4th Grade: 2-3, can heal 1d8, and has one action per turn

3th Grade: 6-8, can heal 2d6, and has one action

2nd Grade: 8-10, can heal 3d6, and has two actions

1st Grade: 10-15, can heal 4d6, and has two actions

Special Grade: 15-18, can heal 5d6, and has three actions

Disaster Curse: 18-20+, can heal 5d6, and has three actions

Example: Grade 4 curse. It's a big boar looking curse that’s about 6 feet tall. Stats: Power: 3, Speed: 2, Technique: 1, Intelligence :
1, Cooperativeness: 1 Health: 30 AC: 5 Moves: Gore: It rushes forward with its tusk and gores its target. Range: 15 feet Damage:
1d6 plus power Tackle: It rushes forward in a straight line for 15 feet and hits anybody in its path. Range 15 feet. Damage: 1d4 plus
speed. Stomp: It stomps its hooves on a target. Range: 5ft. Damage: 1d8 plus power.
Wip Cursed Wombs

Get mahito pregnant today

Proofreader
comment:
Sir yes Sir
WIP Cures Taming/Non CT Shikigami Creation

I’m creating this slide because I


like the concept and because of
this thing—>
.But I might not need to because
the fandom wiki it say this is
This is a
apart of Yuki’s CT but why? Like great time
what does this have to do with
her CT why does it just give her to mention
a shikigami? i'm confusion,
Gege explain? - house
witch hat
atelier And Blue
Fandom wiki is pretty
unreliable Period
Garuda isn’t per se part of
her CT, but it’s somehow both
You know there are like,,, But why would Yeah slide
a shikigami and cursed tool ways for us to talk not on we do that? convos are the
that can utilize her CT
No idea how that works the slide itself best
though i H H H
VENGEFUL SPIRITS
Vengeful spirits are spirits created by the death of a
human. The most commonly powerful vengeful spirits
are born from a soul that is cursed after death or a
Jujutsu sorcerer who died without being killed with
jujutsu.
When someone turns into a vengeful spirit, their CT
massively improves, their stats are multiplied by 2
compared to their original human self and they get all
the benefits of becoming a curse. But this power comes
at a cost. When they become a curse they lose all of
themselves other than their biggest disappointments in
life . Everything else other than THAT doesn’t matter,
even if they retain a large part of their ego. They
become nothing more then a single-minded revenant.
The system

Thanks for reading the system more


content to come later!
A full CE blast slide
, CT expansion and
curse womb
,shikigami creation ,
new shadow style ,
and more to
come later
FUCK JJK HERE IS SOME REAL FUCKINGER MANGA
Eye’s are made
for watching not
Also go read
Blue Period WITCH HAT ATELIER
Proofreader recommendation:
reading! So go
watch Gintama
then read this
Usogui is one of the best
things ever, read it and
manga- House
become a better person

INVENTED GAY PEOPLE . THAT’S


RIGHT

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