While the Server is mostly free-form with how different Cursed Techniques and powers are done, some stats and calculations are still needed to gauge the power of attacks. Everything below will explain how the power system functions.
Turns in roleplay allow for up to 6 actions. Each defense, attack and / or movement counts as an action.
Your Cursed Energy Pool directly correlates with your ENERGY stat. The formula for calculating your Cursed Energy pool is as follows:
ENERGY x 20 ( i.e. 20 x 20 = 400 Pool )
Only applies to base ENERGY, not from any ENERGY boosters.
This can possibly be affected by special things such as lore opportunities, items, binding vows, etc.
Using Cursed Energy always takes away from your Energy Pool. Most of the time, the baseline cost of using a cursed technique is 20, which then goes higher or lower depending on the technique itself, or any special factors that vary according to the player.
Per usage of a cursed technique, the cost will be incurred. For example, sending out Five attacks of 20 Energy Cost will end up in a -100 to your total pool. The same applies when using Cursed Energy to defend against attacks.
Some techniques opt to use an on-going cost that takes energy per turn, such as Simple domains and barriers. Rules for these costs are specified on the Cursed Technique / Ability itself.
Basic attacks made using physical force / punches don’t have costs.
Note: When facing a punch that has zero cursed energy cost behind it, you only have to pay halved costs to defend yourself.
Running out of Cursed Energy leads to the player passing out, unable to use Jujutsu.
Potency determines how potent the attack you have sent out is. This shows how much raw damage the attack does.
Any attacks made by a Cursed Technique / Cursed Energy.
Scales off of ENERGY + Any boosters from the Cursed Techniques / other sources. Range is determined by the Cursed Technique itself.
E.g. User has 60 ENERGY and the Technique they are using has +40 Potency
== 100 Potency
Any attacks made by physical force.
Scales off of PHYSICALITY + Any boosters from the Cursed Techniques or other sources.
Attacks made with this type are melee range.
E.g. User has 60 PHYSICALITY and the Tool they are using has +40 Potency == 100 Potency
Scales the same way as potency, but instead determines the speed of attacks delivered.
Scales off of ENERGY + Any boosters from the Cursed Techniques.
Scales off of PHYSICALITY + Any boosters from the Cursed Techniques or Cursed Tools.
Note: While both SPD and Potency scale off the same stats, they are two different stats entirely. If a Cursed Technique boosts potency, it will not boost SPD and vice versa.
PHYS SPD directly affects how much you can move in a turn. See to actions and movement actions below.
There are two main / Linear ways to defend against attacks and one RP based way to deal with attacks coming at your direction.
When facing an incoming attack, you must block the potency of said attack with an attack of your own. If you beat the potency of the attack coming at you completely, the attack is cancelled out. If there’s any left over, you take damage and the effects of the attack coming your way.
If you use a Cursed Technique to defend yourself, you will have to pay the cost of using it.
Multiple attacks can be defended with one block as long as all those attacks were sent at the same time, the defending move has enough range to defend the user, and the defensive Potency beats out the combined potency of incoming attacks.
Pair your Physical SPD stat against the SPD of the attack coming your way. If your PHYS SPD is higher than the incoming SPD of the attack, you can dodge the strike entirely.
Note: If a Cursed Technique boosts PHYS SPD, it boosts both the Attacking SPD and Dodging SPD of your Physical hits, but not the Potency. It can then be specified from there in restrictions whether or not that SPD applies only to dodging or attacking.
When attempting to doge while carrying someone else, minus 20 from our dodge attempt. Sometimes this debuff can be greater by runner discretion, varies on the situation.
-- Dodging allows two attacks to be dodged at once. However, if you dodge one attack for the action instead of two, the 'void action' can now be used to move at half of your movement per action. ( I.e. if I have 30m movement per action and i dodge an attack, i can use the 'other half' of that action to move 15M. ) See to movement action / Rules below.
Cursed Techniques are unique for a reason! The former two methods are only if you are dealing with the attack head on. If you can find a reasonable way to avoid incoming attacks, by negating it, evading it, etc, be sure to check in with a moderator to see if it’d be possible. While stats are in place, the system is still more free-form so any reasonable, non-meta way to avoid attacks may be applicable. ( example: going underground to avoid a hit ).
Upon taking damage, take into account the amount of leftover potency you were hit by, the area of injury and the effects of the cursed technique to determine the damage / injuries you’ve taken. Different Cursed Techniques result in different kinds of injuries, so they need to be factored into consideration.
Please make sure to RP out the injury accordingly for the rest of the roleplay if you are to sustain one!
Physicality can be factored in to make you more resistant to specific types of injuries.
Wound tiers are dependent on the amount of Potency / Damage you sustain.
Do note that the effects of the technique also affect the injury. I.e. if you get burned, you’ll take a burn / scorch wound.
[ TIER 1 ] [ 1 - 15 POTENCY ] -- Cuts, big bruises
[ TIER 2 ] [ 16- 30 POTENCY ] -- Giant bruises, fractured bones
[ TIER 3 ] [ 31 - 50 POTENCY ] -- Broken / Shattered bones, blood loss
[ TIER 4 ] [ 51-70 POTENCY ] -- Limbs being removed, bleeding out. Will go unconscious if untended to.
[ TIER 5 ] [ 71+ POTENCY ] -- Almost instant knockout and / or death. Bleeding out.
Take your Base PHYS, Half it ( Rounded down ) and then minus it from the remaining potency of the damage you took to reduce the severity of the wound. Can only reduce it one tier below what you originally sustained.
Example:
X takes 70 Potency of damage ( tier 4 )
X has 40 phys ( 40 / 2 = 20 )
70 - 20 = 50
Reduce injury from tier 4 to tier 3
A person can only take so much damage before passing out. Below is the set amount of Injuries of each type you can take in a scene before going unconscious.
x1 Tier 5 Injury
x2 Tier 4 Injury
x4 Tier 3 Injury
x8 Tier 2 Injury
x16 Tier 1 Injury
Generally speaking this means:
T5 == 2x T4 Injury
T4 == 2x T3 Injury
T3 == 2x T2 Injury
T2 == 2x T1 Injury
The capacity for injuries goes in multiples of twos.
When boosting a specific stat multiple times, the numbers do stack with one another, though only when from different sources.
E.g.
Binding Vow: +20 Potency
Cursed Technique: +20 Potency
Both stack to make +40 Potency
By different sources, it means different classes / things within the Jujutsu Universe. This is implemented to make sure things don’t get out of hand, such as someone having 3 binding vows that all boost potency to get an egregious amount.
If both boosters are from the same source, take the higher number value only.
E.g.
Binding Vow 1: +40 Potency
Binding Vow 2: +20 Potency
Take only the +40
Because of this, it's recommended to make boosters for different class types rather than the same one over and over using the same source.
E.g.
Binding Vow 1: +20 Potency
Binding Vow 2: +20 SPD
== +20 SPD and +20 Potency
( Self-Imposed, Heavenly Restrictions, Inter-Person )
( Boosters on the attacks, buffers, etc. )
( Weapons, Items such as the Cursed Energy Drink )
( Incomplete Domains, Complete Domains. Does not include Simple Domains. )
( Black Flash, Maximum Technique, Maximum Output. )
( Buffs applied from someone who has a dedicated RCT buffing ability externally.
Turns in combat are six seconds, DnD rules. This means six actions, one per second, as a rule of thumb.
Defending against an incoming attack is a single action, while sending one out is also an action. Stuff like popping Domain Expansions, activating buffs, vows, so on so forth are case by case.
Example: Defending against three attacks would take 3 seconds, i.e. 3 actions, thus leaving 3 attacks you can throw at the enemy.
If you throw out more than three attacks in a turn, it means your accuracy / Efficiency with attacking will drop. Per attack sent over 3 in a turn means a -10% to all attacks in the turn by POT and SPD.
Example: John throws out three attacks.
Atk 1: 100 POT / 100 SPD
Atk 2: 100 POT / 100 SPD
Atk 3: 100 POT / 100SPD
If he were to throw out a fourth attack in that turn, it'd then become:
Atk 1: 90 POT / 90 SPD
Atk 2: 90 POT / 90 SPD
Atk 3: 90 POT / 90 SPD
Atk 4: 90 POT / 90 SPD
And it will continue to go down per attack thrown out by intervals of 10. Full cost still applies. This generally encourages a meta of 3 attacks and 3 defenses per turn. However, you may stray from this at will, choosing to withhold attacks in a turn, attack more than 3, so on so forth. Just comes down to your RP / Needs in the moment.
Dodging attacks is faster than defending against them. Dodging two attacks constitutes as one action on defense as opposed to two. You still need to beat the SPD of the two attacks, though.
In certain circumstances / Runner + Roleplay reliant scenarios, this can add up to multiple things dodged in one swoop. Do note that this is not a given and is purely situational.
Alongside the actions detailed in the category above, players are given a single free movement action per turn which follows the movement formula ( PHYS SPD + 10 ) / 6 to determine how many metres you can move per action.
This free movement action is and can be done AFTER all defensive actions against incoming attacks are exhausted, as attempting to move out of the way of an attack that is already coming your way is just the dodging mechanic.
If you wish to move anymore,y ou can convert any of your other six actions into movement actions, allowing up to a maximum of 7 movement actions per turn.
-- Dodging allows two attacks to be dodged at once. However, if you dodge one attack for the action instead of two, the 'void action' can now be used to move at half of your movement per action. ( I.e. if I have 30m movement per action and i dodge an attack, i can use the 'other half' of that action to move 15M. )