Special Classes are technique types that are broadly recognised by the Jujutsu Society to be both useful but also hard to use. These classes / Techniques can either be part of your Base technique or part of a sub-ability. A lot of special classes come with unique effects locked to them. ( E.g. healing with RCT )
All special classifications can be purchased off the store. See below for specifics on each type.
To have a Special Class as your Base Tech vs Sub ability is very different.
Making a special class as a sub-ability means you need to:
-> Have a Sub-ability slot open
-> Purchase the special class from the Jujutsu Store
-> Meet the CTRL requirement
And then you can submit a Sub-ability to customs using the special class as a parent, with the sub-ability relating to your main ability.
Example:
John has a sub ability slot open, 45 CTRL and has bought Reverse Cursed Technique
Base Technique: Fire Control
Sub Ability 1: Healing Fire ( Reverse Cursed Technique )
The user does not have to compromise their entire Cursed Technique to receive the ability, though it will also be far weaker than someone who has shaped their entire CT around the classification…
Doing this, you can skip the purchasing process of the special class, meaning you don’t need to expend Jujutsu Points and you have it from OC creation. Furthermore, the CTRL requirement needed to learn the special-class will be halved.
Finally, your proficiency with the classification will be higher than someone who has it as a sub-technique.
That being said… Every sub-ability you make with your CT needs to have the special-class technique.
Example 1: You make your Base Technique a simple domain. Most, if not all, Sub Abilities you make will then have to be related to said simple domain.
Example 2: You make your Base Technique a Reverse Cursed Technique. It will be incredibly difficult to make any offensive sub-abilities / attacks.
When submitting your base technique, put the special-class in the ‘classification’ box.
A Basic Veil is a special functionality that is available to most sorcerers. This makes any activity within a veil unable to be perceived by non-sorcerers. Access to Veils can be purchased off the Jujutsu Points store.
Veils simply ensnare an area with a ‘curtain’ of sorts that makes it unperceivable to non-sorcerers. If the user chooses, it can also block telecommunications.
Restrictions:
-- 5 ENERGY
-- 5 CTRL
Does NOT take a Sub-Ability slot due to the simplicity of the technique. You only need to purchase it from the store.
To place a Veil it takes ten cursed energy and then will last for the rest of the scene unless someone destroys it.
To destroy a Veil, you must either find the creator of the veil and force them to deactivate it OR put your CTRL stat against the CTRL of the veil creator.
A more advanced version of a veil. Barrier techniques are far more versatile and powerful than your average veil, and can even achieve the effects of one. Unlike a veil, they can stop people from entering an area, block attacks, or even keep someone within the barrier.
Barriers can also be paired with veils to make stronger veils.
Example: A veil that stops a specific person from entering an area.
Restrictions
-- Scales off ENERGY for Potency
-- Requires 20 CTRL to use
-- Must be purchased off the store
-- Takes a sub-ability slot to create
Note: Does not take a sub-ability slot with the CTRL requirement being 7 if you base your entire Cursed Technique off the barrier instead of a Sub Ability.
Special Classifications all have a unique ability to them of sorts. As such, every barrier technique comes fitted with a passive benefit. This passive benefit is a given amount of POTENCY to every defensive barrier technique.
Sub-Ability: +20 Def Potency against attacks, +20% in range and size amp passively
Base-Ability: +40 Def Potency against attacks, +30% in range and size amp passively
Stacks universally.
Barriers can have conditions imposed on them and within them. See binding vows for a general idea of how those work.
Generally speaking, a barrier cannot be used for offensive purposes or to directly deal damage with Potency unless using the crushing rules.
Barriers can crush opponents. ENGY stat ( with boosters ) vs opponent's POTENCY ( Defensive ) to crush. Must be crushing them against a solid surface.
--> Base Barrier Users can setup a barrier one turn ( using the action and paying the cost ) and then use that barrier as an added defensive action for the next turn. Capped to one extra action.
A user can use a barrier to make a wall to entrap or deny entry to areas. When in combat, entrapment and entry denial barriers can be escaped via beating the potency normally; I.e. If you're trapped within a space by a barrier and the barrier has 250 defensive pot, you need to break 250 pot to destroy the barrier to escape the entrapment and / or breakdown the entry-denying wall.
Casting a barrier to entrap targets scales with energy speed. However, entrapment barriers can only spawn at a melee range from the user. Otherwise, they are shot out like a projectile that can be clashed before it traps the target. Melee-spawning ( i.e. non-POT clashable entrapment barriers ) can only be used by Base Users.
Not to be confused with a full domain-- A simple domain is just that. A small domain that a user can make that is simple and surrounds the user within a 5-10M radius. Simple domains can be used to DEFEND and stall against the effects of the Full Domain. Simple Domains can also come with small effects, such as a power booster while inside of the Simple Domain, detecting whatever enters it, etc.
Example: Miwa’s simple domain in canon. A small 5M field where she can quick-draw anything that enters said field.
Restrictions:
-- Scales off ENERGY for Potency
-- Requires 25 CTRL
-- Bought off the Store
-- Takes a Sub-Ability slot
-- Simple Domain activation and / or Ongoing do not contribute to the concealment CTRL limit for up to 30 CE
Simple Domains can be used to attempt to drill out of full domains.
See to Domain Expansions for info on how full domains work and how effective Simple Domains are against them.
Base Users get 1/2 CTRL for Domain Drilling, while sub users gain 1/3 CTRL for drilling purposes.
Shikigami are monstrous creatures resembling cursed spirits. They are akin to familiars, loyal to their master and willing to do whatever task is issued to them within their capabilities. Shikigami requires a medium to be summoned, upon creation a medium must be chosen. Mediums can be anything from blood, a handful or honey, something that will take Shikigami’s shape.
Shikigami will grow at the same rate as the player mirroring their progression. Shikigami follow the same stat rules as players: Phys/CE/Ctrl. Essentially whenever a player ranks up, their Shikigami will rank up as well. If a Shikigami can’t rank up any further, BP will be awarded instead.
Shikigami grow alongside the players. They come fitted with a Base Point spread that can be allocated by the character who controls it. They gain BP once every full rank up.
G4 - 50BP
G3 - 70BP
Semi G2 - 75BP
G2 - 85BP
Semi G1 - 95BP
G1 - 105BP
Special G1 - 115BP
Special - 125BP
Special + - 135BP
Users with Shikigami as their Base Technique treat their BP as one grade higher, hence why Special + Exists.
Shikigami spawn with their own separate pools. This pool is equal to ENERGY x 10 that they can use for their own sub abilities. To summon a Shikigami, you must pay half the cost of their total pool. ( I.e. if you spawn a Shikigami with 600 Cursed Energy Pool, you must pay 300 to summon it). However, you can choose to summon less of their maximum pool by paying less cost. ( I.e. you can instead choose to pay 150 cost for a 300 Cursed Energy Pool. )
The minimum cost to summon a Shikigami, unless stated otherwise on the Cursed Technique, is 60 regardless of how much pool you summon.
You cannot give or take more pool from the Shikigami after summoning it, and you will not regain the Cursed Energy back after desummoning it.
Base Technique users follow the formula of ENERGY x 20 instead of ENERGY x 10.
Note: While a Shikigami is active, the amount of Cursed Energy you paid to summon it cannot be gained back through regen until the Shikigami is desummoned. However, you can allocate the Cursed Energy, based on your stats, to the Shikigami's pool instead. ( I.e. if you regen 20 per turn, you can give that regen to the Shikigami instead of yourself. )
Shikigami all come fitted with their own sub abilities, scaling off their Base CTRL stat.
20 CTRL -- Slot 1
30 CTRL -- Slot 2
50 CTRL -- Slot 3
Base Technique users gain one sub ability for free on their Shikigami, thus accounting for the store-bought sub ability slot they may be missing.
Restrictions
– Shikigami require a medium to summon
– Shikigami created by non-shikigami users require 15 Control
A Shikigami, once dead, will permanently consume the slot of which it's placed in. I.e. the sub ability, or even the base technique, that it resides in will forever be consumed regardless if it's alive or dead.
However, Shikigami have three lives before they die. Upon dying, the Shikigami will disappear for the rest of the scene before reappearing. Once it's died three times the Shikigami will be lost forever along with the sub ability slot.
The collective gets a base stat spread
You can decide when summoned by how much you want to divide the swarm
The base stats are divided by the amount of copies made, like for example if the collective had 30/30/30 and you made 10 entities out of the swarm, they would all be 3/3/3
All stats, such as pot, are divided in the same way. Round down.
They all have a shared pool that scales with the collective's max stat. They can all draw from it.
Concealment scales with the individuals' stats
When attacking all together, they may use the collective's stats for the calculation. (Attacking together would be one attack for one action when it comes to the system)
Regen still scales with the user and goes to the shared pool.
Getting sub abilities will scale with the collective's ctrl
Shikigami get a single free action across all Shikigami you have, regardless of how many you have summoned. Every action after must be taken from the user's six actions, and any attacks from a Shikigami attributes the debuff rules ( when spamming attacks ). Base users maintain a +2 free actions.
When aiding your Shikigami to clash against an attack, there are some rules set into place to ensure the defensive potency stacking doesn't get out of hand.
-- Can only be done once per turn with one Shikigami
-- Takes an action from the user and the Shikigami
-- When co-op clashing, take whoever has the highest solo potency out of the two and then add a maximum of +30 POT for sub users ( +50 for base users ) to the resulting attack.
Example:
John does 240 POTENCY. He is a sub ability user with a Shikigami that can do 60 potency. When defensively co-op clashing, take the 240 he does and then add +30 ( due to the cap ) for a maximum of 270.
Co-op clashing with a Shikigami costs a minimum of 20 CE from the pool as to avoid PHYS Shikigami minmaxxing, regardless of what stat is used.
-- When using a Shikigami to dodge an attack ( having it carry you and then dodge an attack ), apply the -20 SPD debuff as per carrying rules to the dodge. Using this functionality can only be done with the free action obtained from having a Shikigami, essentially limiting the use of this to once per turn for sub users and twice for base.
-- Shikigamis can wield guns, however, firing a gun will result in the action being drained from the player action pool rather than the shikigami bonus action.
-- Once the base user gains black flash, Shikigami can also roll to hit it.
-- Can only still roll once per turn across all entities.
-- Applies and still follows same rolling chain
-- Rolling costs always take from the users' base pool
-- The +20 PHYS ongoing booster can only be on one entity at a time and stays on the same entity once the black flash has landed. If the 20 PHYS is on a Shikigami and it is desummoned, the user loses the +20 PHYS passive and must hit another black flash to kickstart it once more.
-- The free energy phys can only be on one entity at a time passive and must be stated at the beginning of a scene.
RCT ( Reverse Cursed Technique ) is the act of multiplying cursed energy with cursed energy to make positive energy. Positive energy, RCT, has the ability to heal and deal excessive amounts of damage against cursed spirits. Cursed spirits are made of cursed energy ( negative energy ) meaning positive energy is super effective against them.
Restrictions
-- Scales off CTRL
-- Must be bought off the store
-- 50 CTRL to Learn
-- All RCT techniques have a double-energy cost.
Note: RCT does not take a sub ability slot and is accessible with the rates below once purchased. To use as a Base Technique, you must start with 25 CTRL. Will take a sub ability slot IF you plan to use it for offensive purposes.
RCT grants the ability to heal wounds. The potency of your healing directly scales with the amount of CTRL you have. However, this is limited depending on if it’s your Base Technique or Passive rates.
Tier 1 == 20 CTRL Req // 40 Cost to Heal
Tier 2 == 30 CTRL Req // 80 Cost to Heal
Tier 3 == 40 CTRL Req // 160 Cost to Heal
Tier 4 == 50 CTRL Req // 300 Cost to Heal
Tier 5 == 60 CTRL Req // 600 Cost to Heal
Note: Cannot heal Tier 5 Injuries unless you have RCT as a base technique.
Passive-Rates: RCT can only be used to heal yourself
Base-Technique Benefits:
Can Heal others
Halved costs when healing self
Ability to Heal T5 Injuries
Adjusted costs and healing rates depending on the technique
Tier 1 and Tier 2 Wounds can be healed in waves, depending on the tech, for costs per turn, while T3+ must be used with focused attempts.
Taking a T4 and Limb healing is extremely hard. If the limb is not healed within 3 turns of taking it, that limb is permanently lost and cannot be regenerated.
Decapitating an RCT user incapacitates their ability to heal themselves.
RCT cannot be used to damage humans. However, it can be used to damage cursed spirits and Shikigami. The effectiveness of RCT against curses is immense.
When attacking a Curse using RCT, combine half of your CTRL and ENERGY stat + Any potency boosters.
When using RCT to defend or attack, the cost for the technique is not doubled, rather amplified by 50% instead.
Only adds base CTRL to the damage. Boosted CTRL does not attribute to this.
Keep in mind, it’s hard to use RCT offensively, so make sure the technique can reliably hit / damage a target!
-- RCT users can defend themselves against any attacks that have cursed energy, regardless if they're from curse or human as it is targeting the cursed energy, not the person.
-- However, they lose the CTRL bonus when defending against normal people and still have to pay the +50% when using the CTRL bonus.
-- RCT users do not pay doubled costs for self-buffs
-- RCT users can choose to not use the +50% CTRL bonus when fighting or defendign against curses.
Debuffs are a classification which incur debuffs to a target upon certain conditions. An example of this is dealing an injury to debuff a target by X amount of potency after doing so. They can also be RP based debuffs such as robbing the ability to see, deafening targets, etc.
-- Any and all debuffing abilities are limited to this classification. To debuff others, you must purchase it for 20JP, 20 CTRL and then fit it into a sub ability
-- Debuffing others means to land injuries / Conditions to debuff one's stats etc, such as x amount of injuries == X amount of stats debuffed
-- Damage over time abilities ( such as burn damage per turn ) constitutes as a debuffing ability.
-- Stunning constitutes as a debuff ( Projection sorcery etc. )
-- CE Syphoning abilities ( Stealing Cursed Energy, draining etc ) are locked to users with the Debuff class as their base technique.
-- Cursed Tools, Self-Imposed vows and such cannot have any debuffing abilities unless the user already has the debuff class fitted in. Giving a tool with a debuff ability to someone who doesn't have the debuff class will render the ability ineffective.
Base users with debuff as their classification cannot make any "Basic" classification techniques ( i.e. boosters to their personal potency, spd, phys, engy etc. ) unless they re-purchase the debuff classification in the store for 20JP.
If you are a base user using a positive potency attack, you need to still pay the cost of the debuff from your base technique once it lands.
-- If you are a base debuff user applying the debuff through a sub ability that boosts pot, you need to pay the cost of the debuff once it lands.
See to this document for a more extensive breakdown on Debuff techniques.