JJK
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main_JJK_world_info.jdon
245 entries · scan depth 4 · budget 10,000 tokens · recursive scanning off
Book settings
- #1⚠️⛔READ THIS⛔⚠️
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- #2═══════[Setting]═══════
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This takes place in Jujutsu Kaisen, a series written by Gege Akutami.
- #3[🌐] World Setting
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<world_setting> The world setting is a contemporary setting where humanity is secretly at war with malevolent spiritual entities known as Cursed Spirits. These spirits are born from the negative emotions (anger, fear, sadness) that all living beings naturally release as a power source called Cursed Energy. The general population lives in blissful ignorance
Core Concepts Cursed Spirits: These grotesque monsters, often inspired by Japanese folklore, are driven by a desire to harm humanity. As the human population and its negative emotions increase, so does the strength and number of Curses Global Rarity: While Cursed Energy exists everywhere, the vast majority of powerful sorcerers and cursed activity are concentrated in Japan. Government Cover-up: The existence of curses is a closely guarded secret, with the Japanese government and the jujutsu world's "higher-ups" working in tandem to cover up incidents and manage the information flow to prevent mass panic Invisibility to the Public: Most humans (non-sorcerers) cannot see Cursed Spirits, Cursed Energy, or Cursed Techniques. They only perceive the aftermath as unexplainable disappearances or tragic accidents. The existence of Curses and Jujutsu Sorcerers is kept secret from the general public, with the government and Jujutsu society collaborating to cover up incidents
Daily Life for the General Public For the average person, the world is indistinguishable from real-world contemporary: People go to school, work, and live, completely unaware. When a Cursed Spirit incident occurs in a populated area, sorcerers typically erect a Curtain, a barrier technique that hides the activity from the public Unexplained deaths are generally written off as mundane causes or covered up with plausible lies </world_setting>
- #4[🌐] Writing Style
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<writing_style> The writing style of this setting is characterized by its complex world-building and creative, yet strict, power system. It excels at creating well-developed, multifaceted characters, while weaving in detailed lore to build mystery and a compelling narrative.
Character and narrative Fleshed-out characters: The series features deep character development, with characters driven by personal reasons and internal conflicts, not just a sense of heroism. Dark and mature themes: It explores heavy subjects like death, loss, giving it a darker, more mature tone than many traditional shonen series Balance of humor: The story is interspersed with eccentric and humorous moments, which serves to relieve the tension of the darker plotlines
World-building and plot Complex power system: This setting uses a detailed and creative power system with set rules Intricate lore: The story is rich with foreshadowing and layered lore, encouraging readers to piece together clues and mysteries over time, making the plot itself a central focus Plot-driven story: While characters are central, the narrative is driven by a plot-heavy structure with numerous twists and intricate planning </writing_style>
- #5═══════[Toggles]═══════
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- #6[🖲️] Combat
Keys: Grappling, Ambush, Lunged, Engage, Close-Quarters, Assault, Fighter, Sparred, Wrestle, Exchange, Trade Blows, Dueling, Take-down, Duelled, Hitting, Assaulted, Retaliate, Kick, Brawling, Rush, Slammed, Lunge, Fighting, Attacked, Striking, Duel, Charged, Fighting Style, Blows, Fight, Takedown, Clash, Counter, Sneak Attack, Engagement, Headbutt, Slam, Attack, Punch, Exchange of Blows, Ambushed, Clashing, Wrestling, Blow, Collision, Sparring, Melee, Grapple, Black-Flash, Hand-to-Hand, Hit, Trade Hits, Black Flash, Skirmishing, Countered, Engaged, Run Up, Strike, Bite, Spar, Combat, Retaliation, Sword Combat, Struck, Brawl, Charge, Fighting Stance, Close Quarters Combat, Skirmish, Collide
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Combat In this setting feels fast, brutal, and strategic, blending realistic martial arts with Cursed Energy(If applicable), looking visually fluid yet chaotic, and is built around physical prowess, Cursed Techniques, domain expansions, binding vows, and teamwork/trickery to overpower opponents with overwhelming power or cunning. It's a violent, cinematic dialogue where sorcerers and curses use superhuman strength, cursed energy reinforcement, and unique abilities, often in chaotic, multi-person fights where all-out warfare tactics are used for survival.How It Feels & Looks: Visceral & Cinematic: Fights are intense, high-speed, and visually dynamic, blending fluid animation with impactful, grounded-feeling choreography that sells superhuman feats. Brutal & Strategic: It's not just power-leveling; it's a desperate struggle where even basic punches can be devastating, and characters use cunning, sneak attacks, and all-out tactics. Soulful & Expressive: Characters' personalities, intentions, and inner struggles are revealed through their fighting styles, making each battle a personal "dialogue".
Main Components: Cursed Energy (CE): The fundamental power source, used to enhance physical attacks, create barriers, or unleash powerful techniques. Cursed Techniques: Innate supernatural abilities unique to each sorcerer . Hand-to-Hand Combat: Core martial arts, often enhanced by CE, making even fodder, without an innate technique, a formidable fighter. Domain Expansions: The ultimate jujutsu move, creating a pocket dimension where the user's technique is guaranteed to hit, drastically changing the battlefield. Binding Vows: Self-imposed rules or contracts that grant significant power boosts or unique effects. Teamwork & Deception: Fights are rarely 1v1; players coordinate, use distractions, and employ dirty tricks to win, reflecting the "war" aspect of the setting.
- #7[🖲️] Jujutsu Jumping
Keys: Group Tactics, Multi Fighter, Jumped, Shared Engagement, Team Push, Joint Offensive, Coordinated Attack, 2 versus 1, Teaming, Team Strike, Pack Tactics, Collective Attack, Overwhelming Force, Support Strike, Tag Team, Team Formation, Group Clash, Jujutsu Jumping, Synchronized Attack, Combined Pressure, Cooperative Strike, Multi Sorcerer Fight, Group Assault, Jumping, 2v1, Team Battle, Multi Target Pressure, Assist Attack, Allied Offensive, Combined Assault, Unified Offensive, Double Teaming, Dual Pressure, Group Advantage, Teamed
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<jujutsu_jumping> "Jujutsu Jumping" is a team-based combat system in Jujutsu Kaisen where multiple sorcerers fight a single opponent together. It emphasizes cooperation, strategy, and the combination of unique cursed techniques over individual strength.
Description: Character & Power Dynamics: Reveals strengths, weaknesses, and growth in ways one-on-one fights cannot. Strategic Advantages: Teams can coordinate attacks, exploit environments, and execute moves impossible solo. Thematic Reinforcement: Highlights bonds and collaboration as true sources of power. Character Development: Team battles help characters learn from allies and opponents, growing abilities through connection.
Coolness Factors: Realism & Strategy: Sorcerers use practical tactics rather than waiting for solo turns. Teamwork Emphasis: Challenges individualistic philosophies, showing strength in collaboration. Dynamic Action: Fast-paced, complex choreography blends multiple cursed techniques fluidly. Character Dynamics: Encourages interactions and synergies between diverse characters. </jujutsu_jumping>
- #8[🌀] CURSED ENERGY / ABILITY SYSTEM TOGGLES
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- #9[🖲️] Cursed Energy Active
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✅ Cursed Energy Active [CE — ACTIVE] Cursed Energy is fully present in the world. Characters can sense, use, and react to CE normally. Techniques, barriers, and sorcery behave exactly as expected.
- #10[🖲️] Cursed Energy Hidden
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✅ Cursed Energy Hidden [CE — HIDDEN] Cursed Energy exists, but is not openly visible or recognized. Characters interpret CE effects as strange phenomena until they learn otherwise.
- #11[🖲️] [🌀] No CE Awareness Yet
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✅ No CE Awareness Yet [CE — UNAWARE] Characters currently cannot see or sense curses or Cursed Energy. All supernatural events appear mundane, confusing, or terrifying without context.
- #12[🖲️] [🌀] Low CE Density Area
Keys: Low CE Density Area
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✅ Low CE Density Area [CE — LOW DENSITY] Cursed Energy is weak in this location. Techniques require more effort, output is reduced, and detecting curses becomes difficult.
- #13[🖲️] [🌀] High CE Density Area
Keys: High CE Density Area
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✅ High CE Density Area [CE — HIGH DENSITY] Cursed Energy saturates the environment. Techniques are stronger, curses are more aggressive, and sensory overload is possible.
- #14[🖲️] [🌀] Cursed Techniques Enabled
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✅ Cursed Techniques Enabled [TECHNIQUES — ENABLED] Innate Techniques, barriers, and CE manipulation are fully functional. All sorcerer skill levels behave as normal.
- #15[🖲️] [🌀] Cursed Techniques Disabled
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✅ Cursed Techniques Disabled [TECHNIQUES — DISABLED] Innate Techniques cannot be invoked due to environmental interference, seals, or suppression fields. Combat must rely on raw Cursed Energy or physical skill.
- #16[🖲️] Reverse Cursed Technique Enabled
Keys: Reverse Cursed Technique
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✅ Reverse Cursed Technique Enabled [RCT — ENABLED] Healing via Reverse Cursed Technique is functional and efficient. Sorcerers can repair wounds and restore vitality depending on skill level.
- #17[🖲️] Reverse Cursed Technique Disabled
Keys: Reverse Cursed Technique
Enabled · Selective · Depth 4 · role not set · Order 10 · 100%
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✅ Reverse Cursed Technique Disabled [RCT — DISABLED] Healing with Reverse Cursed Technique is impossible or severely limited. Injuries are lasting and require natural recovery.
- #18[🖲️] No Technique Reveal Yet
Keys: Cursed Technique, Cursed Ability, Ability
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✅ No Technique Reveal Yet [TECHNIQUE — HIDDEN] Characters’ Innate Techniques will not be revealed yet. Combat stays focused on physical skill and basic CE manipulation.
- #19[🖲️] Technique Discovery Only
Keys: Cursed Technique, Cursed Ability, Technique
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Technique Discovery Only [TECHNIQUE — DISCOVERY] Innate Techniques must be discovered, trained, or triggered through stress or emotional events. No sorcerer begins with full understanding of their technique.
- #20[🖲️] Black Flash Disabled
Keys: Black Flash
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✅ Black Flash Disabled [BLACK FLASH — OFF] Situations will not align for Black Flash. No critical CE timing moment will occur yet.
- #21[🖲️] Black Flash Enabled
Keys: Black Flash
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Black Flash Enabled [BLACK FLASH — ON] Conditions for Black Flash are active. Precision, emotion, and impact timing may trigger the phenomenon.
- #22⚔️ JUJUTSU COMBAT STYLE TOGGLES
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- #23[🖲️] Pure Hand-to-Hand Combat
Keys: Grappling, Battling, Physical-Limits, Assaulting, Intense Exchange, Forceful Contact, Physical Domination, Heavy Blows, Jabbing, Combat Pressure, Tactical Footwork, Physical Collision, Biting, Traditional Fighting, Boxing, Momentum Shift, Rushdown, Kick, Anatomical-Accuracy, Brawling, Fighting, Physical Struggle, Lasting-Consequences, Close-Quarters Combat, Violent Exchange, Body Blows, Close Combat Burst, Scuffling, Beat Up, Medical-Reality, Strategic fighting, Smacking, Headbutt, Gore, Power Drive, Punch, Aggressive Advance, Clashing, Sparring, Action, Impact Trading, Physical Breakthrough, Precision Strikes, Slamming, Hand-to-Hand, Power Exchange, Physical Engagement, Direct Confrontation, Brutal Exchange, Close-Range Clash, Strategy fighting, Defensive Maneuvering, Combat, Burst-Offense, Striking Exchange, Guard Break, Counterstriking, Beating, Sudden Rush
Enabled · Selective · After character · Order 10 · 100%
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✅ Pure Hand-to-Hand Combat [COMBAT — PURE HAND-TO-HAND] Fights rely strictly on physical technique: strikes, grappling, footwork, and timing. No Cursed Tools or Cursed Techniques appear. Combat remains grounded and martial-arts based.
- #24[🖲️] Cursed Tool Combat
Keys: Grappling, Battling, Physical-Limits, Assaulting, Intense Exchange, Forceful Contact, Physical Domination, Heavy Blows, Jabbing, Combat Pressure, Tactical Footwork, Physical Collision, Biting, Traditional Fighting, Boxing, Momentum Shift, Rushdown, Kick, Anatomical-Accuracy, Brawling, Fighting, Physical Struggle, Lasting-Consequences, Close-Quarters Combat, Violent Exchange, Body Blows, Close Combat Burst, Scuffling, Beat Up, Medical-Reality, Strategic fighting, Smacking, Headbutt, Gore, Power Drive, Punch, Aggressive Advance, Clashing, Sparring, Action, Impact Trading, Physical Breakthrough, Precision Strikes, Slamming, Hand-to-Hand, Power Exchange, Physical Engagement, Direct Confrontation, Brutal Exchange, Close-Range Clash, Strategy fighting, Defensive Maneuvering, Combat, Burst-Offense, Striking Exchange, Guard Break, Counterstriking, Beating, Sudden Rush
Enabled · Selective · After character · Order 10 · 100%
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✅ Cursed Tool Combat [COMBAT — CURSED TOOLS] Weapons take priority. Cursed Tools enhance damage, defense, or technique, and combat revolves around weapon mastery.
- #25[🖲️] Technique-Only Combat
Keys: Grappling, Battling, Physical-Limits, Assaulting, Intense Exchange, Forceful Contact, Physical Domination, Heavy Blows, Jabbing, Combat Pressure, Tactical Footwork, Physical Collision, Biting, Traditional Fighting, Boxing, Momentum Shift, Rushdown, Kick, Anatomical-Accuracy, Brawling, Fighting, Physical Struggle, Lasting-Consequences, Close-Quarters Combat, Violent Exchange, Body Blows, Close Combat Burst, Scuffling, Beat Up, Medical-Reality, Strategic fighting, Smacking, Headbutt, Gore, Power Drive, Punch, Aggressive Advance, Clashing, Sparring, Action, Impact Trading, Physical Breakthrough, Precision Strikes, Slamming, Hand-to-Hand, Power Exchange, Physical Engagement, Direct Confrontation, Brutal Exchange, Close-Range Clash, Strategy fighting, Defensive Maneuvering, Combat, Burst-Offense, Striking Exchange, Guard Break, Counterstriking, Beating, Sudden Rush
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✅ Technique-Only Combat [COMBAT — TECHNIQUE FOCUSED] Innate Techniques, non-physical abilities, and CE manipulation dominate the fight. Physical strikes are secondary to ability usage and strategy.
- #26[🖲️] Balanced Mixed Combat
Keys: Grappling, Battling, Physical-Limits, Assaulting, Intense Exchange, Forceful Contact, Physical Domination, Heavy Blows, Jabbing, Combat Pressure, Tactical Footwork, Physical Collision, Biting, Traditional Fighting, Boxing, Momentum Shift, Rushdown, Kick, Anatomical-Accuracy, Brawling, Fighting, Physical Struggle, Lasting-Consequences, Close-Quarters Combat, Violent Exchange, Body Blows, Close Combat Burst, Scuffling, Beat Up, Medical-Reality, Strategic fighting, Smacking, Headbutt, Gore, Power Drive, Punch, Aggressive Advance, Clashing, Sparring, Action, Impact Trading, Physical Breakthrough, Precision Strikes, Slamming, Hand-to-Hand, Power Exchange, Physical Engagement, Direct Confrontation, Brutal Exchange, Close-Range Clash, Strategy fighting, Defensive Maneuvering, Combat, Burst-Offense, Striking Exchange, Guard Break, Counterstriking, Beating, Sudden Rush
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✅ Balanced Mixed Combat [COMBAT — BALANCED MIX] Combat blends martial skill, Cursed Tools, and techniques in equal measure. Adaptability becomes the deciding factor.
- #27[🖲️] High-Speed Sorcerer Combat
Keys: Grappling, Battling, Physical-Limits, Assaulting, Intense Exchange, Forceful Contact, Physical Domination, Heavy Blows, Jabbing, Combat Pressure, Tactical Footwork, Physical Collision, Biting, Traditional Fighting, Boxing, Momentum Shift, Rushdown, Kick, Anatomical-Accuracy, Brawling, Fighting, Physical Struggle, Lasting-Consequences, Close-Quarters Combat, Violent Exchange, Body Blows, Close Combat Burst, Scuffling, Beat Up, Medical-Reality, Strategic fighting, Smacking, Headbutt, Gore, Power Drive, Punch, Aggressive Advance, Clashing, Sparring, Action, Impact Trading, Physical Breakthrough, Precision Strikes, Slamming, Hand-to-Hand, Power Exchange, Physical Engagement, Direct Confrontation, Brutal Exchange, Close-Range Clash, Strategy fighting, Defensive Maneuvering, Combat, Burst-Offense, Striking Exchange, Guard Break, Counterstriking, Beating, Sudden Rush
Enabled · Selective · After character · Order 10 · 100%
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✅ High-Speed Sorcerer Combat [COMBAT — HIGH SPEED] Movement, dodging, and perception occur at extreme speeds. Exchanges happen fast enough that normal observers cannot follow.
- #28[🖲️] Sorcerer vs Human Mode
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✅ Sorcerer vs Human Mode [COMBAT — SORCERER VS HUMAN] Sorcerers vastly outclass humans. Physical and CE differences are dramatic, and humans must rely on tools, strategy, or escape.
- #29[🖲️] Low-Rank Sorcerer Combat
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✅ Low-Rank Sorcerer Combat [COMBAT — LOW RANK] Combatants operate at Grade 3 or 4 levels. Raw CE output is low, techniques are basic, and battles rely on fundamentals.
- #30[🖲️] Mid-Rank Sorcerer Combat
Always on · Selective · After character · Order 10 · 100%
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✅ Mid-Rank Sorcerer Combat [COMBAT — MID RANK] Combat occurs at Grade 2 levels. Techniques are functional, CE output solid, and tactical skill heavily influences outcomes.
- #31[🖲️] High-Rank Sorcerer Combat
Always on · Selective · After character · Order 10 · 100%
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✅ High-Rank Sorcerer Combat [COMBAT — HIGH RANK] Combatants operate at Grade 1 and Semi-Grade 1 levels. Techniques are advanced, CE is abundant, and battles become destructive.
- #32[🖲️] Special Grade Threat Combat
Always on · Selective · After character · Order 10 · 100%
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✅ Special Grade Threat Combat [COMBAT — SPECIAL GRADE] The threat level is overwhelming. Destruction is large-scale, CE output breaks norms, and strategy becomes survival-focused.
- #33[🖲️] Environment-Influenced Combat
Enabled · Selective · Depth 4 · role not set · Order 10 · 100%
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✅ Environment-Influenced Combat [COMBAT — ENVIRONMENTAL] Terrain, buildings, weather, and cursed environments actively influence the fight. Advantage comes from manipulation of surroundings.
- #34[🖲️] Domain Combat Locked
Keys: Domain
Enabled · Selective · Depth 4 · role not set · Order 10 · 100%
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✅ Domain Combat Locked [COMBAT — NO DOMAINS] Domain Expansion cannot be used. Fights remain focused on physical attacks, tools, and non-domain techniques.
- #35[🖲️] Domain Combat Enabled
Enabled · Selective · Depth 4 · role not set · Order 10 · 100%
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✅ Domain Combat Enabled [COMBAT — DOMAIN ACTIVE] Domain Expansions and barrier clashes are available. Combat is heavily technique- and boundary-control oriented.
- #36⚡ MICRO-STYLE LOGIC TOGGLES
Enabled · Selective · After character · Order 10 · 0%
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- #37[🖲️] Precision Combat
Keys: Grappling, Battling, Physical-Limits, Assaulting, Intense Exchange, Forceful Contact, Physical Domination, Heavy Blows, Jabbing, Combat Pressure, Tactical Footwork, Physical Collision, Biting, Traditional Fighting, Boxing, Momentum Shift, Rushdown, Kick, Anatomical-Accuracy, Brawling, Fighting, Physical Struggle, Lasting-Consequences, Close-Quarters Combat, Violent Exchange, Body Blows, Close Combat Burst, Scuffling, Beat Up, Medical-Reality, Strategic fighting, Smacking, Headbutt, Gore, Power Drive, Punch, Aggressive Advance, Clashing, Sparring, Action, Impact Trading, Physical Breakthrough, Precision Strikes, Slamming, Hand-to-Hand, Power Exchange, Physical Engagement, Direct Confrontation, Brutal Exchange, Close-Range Clash, Strategy fighting, Defensive Maneuvering, Combat, Burst-Offense, Striking Exchange, Guard Break, Counterstriking, Beating, Sudden Rush
Enabled · Selective · After character · Order 10 · 100%
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Precision Combat [COMBAT — PRECISION] Attacks rely on accuracy, timing, and reading openings. CE enhances subtlety rather than explosiveness.
- #38[🖲️] Flow-State Combat
Keys: Grappling, Battling, Physical-Limits, Assaulting, Intense Exchange, Forceful Contact, Physical Domination, Heavy Blows, Jabbing, Combat Pressure, Tactical Footwork, Physical Collision, Biting, Traditional Fighting, Boxing, Momentum Shift, Rushdown, Kick, Anatomical-Accuracy, Brawling, Fighting, Physical Struggle, Lasting-Consequences, Close-Quarters Combat, Violent Exchange, Body Blows, Close Combat Burst, Scuffling, Beat Up, Medical-Reality, Strategic fighting, Smacking, Headbutt, Gore, Power Drive, Punch, Aggressive Advance, Clashing, Sparring, Action, Impact Trading, Physical Breakthrough, Precision Strikes, Slamming, Hand-to-Hand, Power Exchange, Physical Engagement, Direct Confrontation, Brutal Exchange, Close-Range Clash, Strategy fighting, Defensive Maneuvering, Combat, Burst-Offense, Striking Exchange, Guard Break, Counterstriking, Beating, Sudden Rush
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Flow-State Combat [COMBAT — FLOW] Movement is seamless and continuous. Exchanges feel fluid, reactive, and uninterrupted.
- #39[🖲️] Aggressive Combat
Keys: Grappling, Battling, Physical-Limits, Assaulting, Intense Exchange, Forceful Contact, Physical Domination, Heavy Blows, Jabbing, Combat Pressure, Tactical Footwork, Physical Collision, Biting, Traditional Fighting, Boxing, Momentum Shift, Rushdown, Kick, Anatomical-Accuracy, Brawling, Fighting, Physical Struggle, Lasting-Consequences, Close-Quarters Combat, Violent Exchange, Body Blows, Close Combat Burst, Scuffling, Beat Up, Medical-Reality, Strategic fighting, Smacking, Headbutt, Gore, Power Drive, Punch, Aggressive Advance, Clashing, Sparring, Action, Impact Trading, Physical Breakthrough, Precision Strikes, Slamming, Hand-to-Hand, Power Exchange, Physical Engagement, Direct Confrontation, Brutal Exchange, Close-Range Clash, Strategy fighting, Defensive Maneuvering, Combat, Burst-Offense, Striking Exchange, Guard Break, Counterstriking, Beating, Sudden Rush
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Aggressive Combat [COMBAT — AGGRESSIVE] Attacks are direct, relentless, and high-pressure. Opponents push constantly without giving space.
- #40[🖲️] Counter-Based Combat
Keys: Grappling, Battling, Physical-Limits, Assaulting, Intense Exchange, Forceful Contact, Physical Domination, Heavy Blows, Jabbing, Combat Pressure, Tactical Footwork, Physical Collision, Biting, Traditional Fighting, Boxing, Momentum Shift, Rushdown, Kick, Anatomical-Accuracy, Brawling, Fighting, Physical Struggle, Lasting-Consequences, Close-Quarters Combat, Violent Exchange, Body Blows, Close Combat Burst, Scuffling, Beat Up, Medical-Reality, Strategic fighting, Smacking, Headbutt, Gore, Power Drive, Punch, Aggressive Advance, Clashing, Sparring, Action, Impact Trading, Physical Breakthrough, Precision Strikes, Slamming, Hand-to-Hand, Power Exchange, Physical Engagement, Direct Confrontation, Brutal Exchange, Close-Range Clash, Strategy fighting, Defensive Maneuvering, Combat, Burst-Offense, Striking Exchange, Guard Break, Counterstriking, Beating, Sudden Rush
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Counter-Based Combat [COMBAT — COUNTER] Fighters rely on reading, predicting, and responding to openings. Defensive technique becomes offense.
- #41[🖲️] Destructive Combat
Keys: Grappling, Battling, Physical-Limits, Assaulting, Intense Exchange, Forceful Contact, Physical Domination, Heavy Blows, Jabbing, Combat Pressure, Tactical Footwork, Physical Collision, Biting, Traditional Fighting, Boxing, Momentum Shift, Rushdown, Kick, Anatomical-Accuracy, Brawling, Fighting, Physical Struggle, Lasting-Consequences, Close-Quarters Combat, Violent Exchange, Body Blows, Close Combat Burst, Scuffling, Beat Up, Medical-Reality, Strategic fighting, Smacking, Headbutt, Gore, Power Drive, Punch, Aggressive Advance, Clashing, Sparring, Action, Impact Trading, Physical Breakthrough, Precision Strikes, Slamming, Hand-to-Hand, Power Exchange, Physical Engagement, Direct Confrontation, Brutal Exchange, Close-Range Clash, Strategy fighting, Defensive Maneuvering, Combat, Burst-Offense, Striking Exchange, Guard Break, Counterstriking, Beating, Sudden Rush
Enabled · Selective · After character · Order 10 · 100%
Entry settings
Destructive Combat [COMBAT — DESTRUCTIVE] Strikes and CE output cause property damage, shockwaves, and environmental impact.
- #42👁️ PERCEPTION & SENSING TOGGLES
Enabled · Selective · After character · Order 10 · 0%
Entry settings
- #43[🖲️] Cannot See Curses
Keys: Curse, Curses
Enabled · Selective · After character · Order 10 · 100%
Entry settings
✅ Cannot See Curses [SENSE — NO CURSE VISION] Characters cannot see curses at all. All cursed beings are invisible and silent unless interacting physically with the environment.
- #44[🖲️] Partial Curse Visibility
Keys: Curse, Curses
Enabled · Selective · After character · Order 10 · 100%
Entry settings
✅ Partial Curse Visibility [SENSE — PARTIAL] Characters see distorted shapes, shadows, silhouettes, or vague outlines of curses. Details remain unclear until further development or training.
- #45[🖲️] Sixth Sense Only Mode
Keys: Curse, Sixth Sense, Curse Sense, Curses
Enabled · Selective · After character · Order 10 · 100%
Entry settings
✅ Sixth Sense Only Mode [SENSE — INTUITION] Characters cannot see curses but feel them as pressure, dread, chills, or instinctive warning. Acts as a primitive danger sense.
- #46[🖲️] Negative Emotion Sensitivity
Keys: Curse, Curses
Enabled · Selective · After character · Order 10 · 100%
Entry settings
✅ Negative Emotion Sensitivity [SENSE — EMOTIONAL FIELD] Characters sense areas of intense negative emotion. They cannot detect curses directly but feel their “emotional gravity.”
- #47📘 WORLD KNOWLEDGE & LORE TOGGLES
Enabled · Selective · After character · Order 10 · 0%
Entry settings
- #48[🖲️] Sorcery World is Secret
Keys: Supernatural Cover-Up, Veiled Catastrophe, Sorcery Masking, Supernatural Disguise, Occult Veil, Masked Sorcery, Hidden World Integrity, Civilian Unawareness, Barrier Concealment, Silent Cleanup, Public Blindspot, Invisible Threats, Reality Misinformation, Civilian Misinterpretation, Public Obliviousness, Secret Technique Usage, Veiled Incidents, Unseen Conflict, Barrier-Distorted Reality, Hidden Damage Control, Hidden Sorcery Events, Unnoticed Sorcery, Cloaked Phenomena, Concealed Cursed Activity, Mundane Illusion Screen, Mundane Explanation Layer, Hidden Curse Presence, Hidden Battle Zone, Covert Spell Use, Sorcery Suppression
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
✅ Sorcery World is Secret [LORE — SECRET WORLD] Jujutsu Sorcery remains completely hidden from the public. Curses, sorcerers, and CE events are concealed through barriers, misinformation, or silence. Civilians interpret supernatural incidents as accidents or coincidences.
- #49[🖲️] Sorcery World Partially Known
Keys: Suspicious Phenomena, Civilian Suspicion, Sorcery World Partially Known, Civilian Speculation, Half-Hidden World, Cursed Incident Whispers, Fragmented Truth, Partial Sorcery Exposure, Public Rumor Surge, Faint Sorcery Evidence, Public Mystery Spike, Thin Secrecy Barrier, Partial Revelation, Near-Exposure Events, Civilian Eyewitness Claims, Sorcery Slip-Up, Sorcery Leakage, Anomalous News Reports, Unsecured Incident, Sorcery Exposure Risk, Public Uncertainty, Sorcery Trace Detection, Public Curiosity, Incomplete Cover-Up, Urban Legend Spread, Sorcery Overspill, Civilian Awareness Spike, Rumored Curse Sightings, Breaking Secrecy Veil, Rumor-Turned-Anomaly
Enabled · Selective · After character · Order 10 · 100%
Entry settings
✅ Sorcery World Partially Known [LORE — PARTIAL KNOWLEDGE] Some civilians suspect the existence of curses due to rumors, news anomalies, or urban legends. Sorcerers operate cautiously, but the secrecy barrier is thinner and occasionally breaks.
- #50[🖲️] Open Sorcery Society
Keys: Open Sorcery Society, Cursed Energy Regulation, Public Sorcerer Registry, Public Threat Response, Sorcery Rights and Laws, Integrated Sorcery Society, Public Defense Measures, Public CE Training, Institutionalized Sorcery, Normalized Sorcery Presence, Sorcery Education Systems, Community Sorcery Programs, Public Curse Alerts, CE Safety Standards, Supernatural Law Enforcement, Public Domain Sorcery, Sorcery Infrastructure, Open Cursed Energy Use, Cursed Threat Monitoring, Public Sorcery Awareness, Open Sorcery Operations, Public Hatsu Awareness, Government Sorcery Oversight, Civilian Safety Protocols, Sorcery Crime Prevention, Sorcery Governance, Supernatural Adaptation, CE Research Advancement, Sorcery Social Impact, Open Curse Activity, Civilian-Sorcerer Integration
Always on · Selective · Depth 4 · role not set · Order 10 · 100%
Entry settings
✅ Open Sorcery Society [LORE — OPEN WORLD] The existence of curses, sorcerers, and Cursed Energy is public knowledge. Society has adapted with laws, institutions, and public awareness of supernatural threats.
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