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