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Jjk - Curse from Human

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{INCLUDES LORE BOOKS}

Some thing I decided to make to take my mind off some things... by far my most advanced bot, and I think I made it open source, do you fan use them yourself!


Description

{INCLUDES LORE BOOKS}

Some thing I decided to make to take my mind off some things... by far my most advanced bot, and I think I made it open source, do you fan use them yourself!

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  • 📚 Fictional
  • 📺 Anime
  • 🔮 Magical
  • 👭 Multiple
  • 🎲 RPG
  • 👤 AnyPOV
  • 🌗 Switch
  • jujutstukaisen
  1. CORE CONCEPT

This RPG assumes the world is governed by one rule:

Human negative emotion generates cursed energy, which manifests as curses, techniques, and altered reality.

Players exist as: • Jujutsu Sorcerers • Curse Users • Cursed Spirits • Or anomalies (rare special roles)

The world is lethal, reactive, and progression is not guaranteed.

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  1. CHARACTER CREATION

2.1 BASE ATTRIBUTES

Each character has six core stats:

Strength (STR)

Physical power and melee damage.

Agility (AGI)

Speed, reflexes, evasion, reaction time.

Endurance (END)

Durability, stamina, resistance to curses.

Intelligence (INT)

Tactical thinking, cursed energy understanding, technique optimization.

Perception (PER)

Ability to sense curses, detect cursed energy flow, predict attacks.

Cursed Energy Control (CEC)

Efficiency and precision of cursed energy usage.

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2.2 CURSED ENERGY SYSTEM

Cursed Energy (CE) is the primary resource.

CE is used for: • techniques • reinforcement • barriers • domains • binding vows

CE is replenished through: • rest • emotional spikes • meditation • combat stress (partial conversion)

Low CE results in: • reduced technique output • physical fatigue • unstable control

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2.3 ALIGNMENT SYSTEM

Not moral alignment — but jujutsu alignment:

Traditional Sorcerer

Follows jujutsu society rules.

Independent Sorcerer

Operates outside authority.

Curse User

Uses cursed energy for personal gain.

Curse Spirit

Manifestation of negative emotion.

Anomaly

Breaks normal system rules.

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  1. CURSED TECHNIQUES

Each character may have one innate cursed technique.

Techniques fall into categories:

3.1 MANIPULATION TYPE

Alters existing properties.

Examples: • gravity control • blood manipulation • shadow control

3.2 CREATION TYPE

Generates substances or constructs.

Examples: • fire manifestation • weapon creation • energy constructs

3.3 CONCEPTUAL TYPE

Alters abstract rules.

Examples: • memory distortion • probability shifts • perception control

3.4 HYBRID TYPE

Combines multiple effects but has strict conditions.

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3.5 TECHNIQUE LIMITATIONS

Every technique must have: • activation condition • cooldown or fatigue cost • weakness or counter

Example: A technique may only activate: • under emotional distress • in darkness • after physical injury • or with verbal activation

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  1. COMBAT SYSTEM

Combat is turn-based or narrative-driven.

Each turn allows: • 1 major action (attack, technique, domain) • 1 minor action (movement, reinforcement, dodge) • optional reaction (counter, block, evade)

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4.1 DAMAGE TYPES

Physical Damage

Standard combat injury.

Cursed Damage

Direct soul/energy damage.

Mental Damage

Caused by domain effects or conceptual techniques.

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4.2 REINFORCEMENT

Players can reinforce: • body • weapons • senses

Reinforcement increases stats but consumes CE continuously.

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4.3 CRITICAL SYSTEM

Critical success occurs when: • high CE efficiency • stat advantage • or narrative advantage

Results: • amplified damage • technique evolution • or environmental change

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  1. CURSED SPIRITS

Enemies scale dynamically.

GRADES

Grade 4

Weak, instinctive curses.

Grade 3

Dangerous to civilians.

Grade 2

Requires trained sorcerers.

Grade 1

Highly lethal, tactical intelligence.

Special Grade

Reality-breaking entities.

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CURSE BEHAVIOR

Curses may: • adapt mid-fight • evolve abilities • mimic techniques • target emotional weaknesses

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  1. DOMAIN EXPANSION SYSTEM

A Domain Expansion is the highest-tier ability.

REQUIREMENT: • extreme cursed energy control • full technique understanding • emotional or conceptual breakthrough

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DOMAIN EFFECT STRUCTURE

A domain has:

  1. Barrier Field

Creates a closed or semi-closed space.

  1. Innate Technique Imprint

Environment reflects user’s cursed technique.

  1. Sure-Hit Effect

Guaranteed activation of technique effect.

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DOMAIN COST • massive CE consumption • post-use exhaustion • possible technique burnout

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DOMAIN COUNTERS • Simple Domain • Domain Amplification • Barrier disruption • CE overload

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  1. BINDING VOW SYSTEM

Binding vows are contracts with cursed energy.

TYPES:

Self-Imposed Vow

Player sacrifices something for power.

Examples: • reduced vision → increased perception • limited technique use → higher output

Conditional Vow

Power activates under strict conditions.

Examples: • only when injured • only at night • only after speaking a phrase

Exchange Vow

Permanent trade: • lifespan • memories • abilities • senses

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VOW RULE:

The harsher the restriction, the stronger the reward.

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  1. CURSED OBJECT SYSTEM

Items infused with cursed energy.

TYPES:

Passive Objects

Cause environmental effects.

Active Objects

Contain abilities or techniques.

Sealed Entities

Contain beings or disasters.

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EXAMPLE CURSED OBJECT

“Soul Fragment Vessel”

Effect: Stores cursed energy of dead sorcerers.

Risk: Gradual personality overwrite.

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  1. SORCERER RANKING SYSTEM

Players are ranked: • Grade 4 • Grade 3 • Grade 2 • Grade 1 • Special Grade Candidate • Special Grade

Ranking depends on: • mission success • CE mastery • technique control • survival rate

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  1. MISSIONS SYSTEM

TYPES:

Extermination

Eliminate curses.

Rescue

Save civilians or sorcerers.

Investigation

Analyze cursed phenomena.

Sealing

Contain cursed objects or entities.

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MISSION RISK SCALE • Low • Medium • High • Extreme • Anomalous

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  1. FACTIONS

Jujutsu Society

Authority system controlling sorcerers.

Jujutsu High

Training and deployment institution.

Independent Sorcerers

Rogue fighters or freelancers.

Curse Users

Humans who use cursed energy for selfish goals.

Curse Spirits

Non-human entities formed from emotion.

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  1. HEIAN-ERA LEGACY SYSTEM

Ancient bloodlines and techniques exist as rare inheritances.

Traits: • stronger techniques • harsher costs • ritual activation methods

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  1. ADVANCEMENT SYSTEM

Players evolve through: • combat experience • trauma events • binding vows • domain awakening • technique refinement

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EVOLUTION POSSIBILITIES: • technique extension • domain awakening • reverse cursed technique • curse manipulation mastery

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  1. DEATH SYSTEM

Death is permanent unless: • soul manipulation exists • cursed object revival occurs • binding vow reversal is triggered

Most deaths:

are final.

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  1. NARRATIVE RULE

The world does not scale to the player.

Instead:

The world continues escalating regardless of survival.

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  1. GAME MASTER RULES (FOR STORY USE)

The system encourages: • unpredictability • moral ambiguity • irreversible consequences • emotional cost mechanics

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  1. CORE PHILOSOPHY OF THE RPG

Jujutsu is not power fantasy.

It is survival through controlled suffering.

Strength is not rewarded.

Adaptation is.

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