Maximum Output is available to those who have utmost control over their cursed energy. By morphing and amplifying the properties of their CT, they can release an attack far more potent than usual.
Maximum-Output can be applied to any cursed technique.
Has to be charged and cannot be fired off immediately. Charge time is three turns where the user has to incrementally pay 20 Cursed Energy across the turns. The users' Cursed Energy Signature cannot be hidden. The build-up of Cursed Energy with maximum output in the user's body makes it apparent that it's about to be used by any seasoned sorcerer.
Note: While charging, the user can continue to fight and move as usual. The charge-up happens in the background, their Cursed Energy gradually swelling up.
When using Maximum Output:
-- + 50% to attack's range.
-- + 100% to the attack's size ( if applicable, i.e. the size of an explosion. )
The chargeup happens over a set of turns.
TURN 1: + 20 PHYS OR ENGY POT / SPD
TURN 2: + 50 PHYS OR ENGY POT / SPD
TURN 3: + 100 PHYS OR ENGY POT / SPD
The user must pay the doubled cost onto the attack, alongside the necessary per-turn costs, no matter which stage of charging they fire at.
After landing a Maximum Output that is full charged at Turn 3, the User gains a +20 ENERGY buff for the rest of the scene.
-- Can be interrupted by a T3 injury dealt to the person charging it, resetting the charge.
-- Takes three turns to charge and must be fired before or on the turn it finishes charging. Cannot be held or stalled.
-- Doubles the cost of the attack used to fire it.
-- Constitutes as the same stackable tree as Black Flash.
Must be bought off the Jujutsu Points store after you meet the CTRL requirement to learn it. ( 40 CTRL )
--> When fighting someone within a Semi-Grade Higher or below yourself, Maximum Output and Black Flash can be capped at a Tier Four injury.
--> This is to ensure they are no longer end-all be all oneshots while not dampering the amount of potency / the threat they propose.
--> However, using this function requires an action consumed and 60 CE at the bare minimum.
Outside of Domain Expansions, a Maximum Technique is the pinnacle of a person's Cursed Technique Control and prowess. While Maximum Output is an augment that maximises the User's CE, Maximum Techniques is the act of the user maximising the knowledge they've mastered of their own Technique up until that point.
Maximum Techniques can be an amalgamation of all the user's previous sub abilities, or an exaggerated / New application of their CT. Think, Maximum Uzumaki ( Cursed Spirit Manipulation ) or Maximum Meteor ( Jogo. )
Will have an extremely high cost and a cooldown. Cooldown isn't as long as Maximum Output since Maximum Techniques can be applied in smaller scales, akin to Maximum Uzumaki. ( I.e. once per turn, or once per two turns )
Can come in multiple sizes and scales of application detailed in the technique. Maximum Output can be applied to your Maximum Technique.
Maximum Techniques count as the same stackable tree as Maximum Output and Black Flash. They have the ability to add your base CTRL to the potency / SPD of the resulting attack, or to give a temporary buff as a new tree. Note for PHYS mains, the ability to add CTRL cannot be attributed to Energy Phys as triple stat combining is not allowed, hence why the aforementioned option exists.
Maximum Techniques, when fired, can also maintain the highest potency booster in the person's technique when used.
Example:
-- User has a sub ability with + 40 Potency
-- Maximum Technique applies their base CTRL ( 60 ) to the attack for + 60 Potency
-- Resulting attack would have the strongest potency booster from their sub abilities, along with the added potency from CTRL.
Note: Everything above are just some general possibilities from Maximum. It will vary and be adjusted from person to person / Desires of the user submitting it.
-- Requires 60 CTRL
-- Requires the Purchased Sub Ability slot from the store
-- Requires 4 Sub Abilities filled / Created.
-- Requires Maximum Output to be purchased.
The Pinnacle of Jujutsu Sorcery. In JJK: Maho No Soran, Domain Expansions do NOT have the 'sure-hit' / 'instakill' effect that canon domains do. Instead, Domains Follow the Heian Era model from the canon. This makes Domains more fun and easier to interact with in an RP environment while also making it easier to acquire in Roleplay.
Domains function as areas where the character in question can set the rules, allowing them to even bend the rules of the server at times within this space.
Once the Moderators deem that a player is ready / On their way to have a Domain, they will approach the player. The player and the moderator team will work together to set a model / Abilities for the players' Domain Expansion, with every Domain being unique to the player. Once this is done, they'll discuss the conditions of the **incomplete domain**, since it's a nerfed version of the full domain that they will begin with.
Domains that are incomplete and unfinished. This is the first tier of the domain that a character will unlock. They are far weaker and less impending than their fully realised selves. For example, if a Domain Expansion was to give a 60 Potency booster to the player, the incomplete domain would only give 30.
If a players' domain forces everyone within to follow rules or conditions, similar to Judgeman in canon JJK, the Incomplete Domain won't be capable of this. Sometimes, using an incomplete domain can even have physical backlash on the user, therefore making it a more dangerous option than a simple domain.
Incomplete Domains will have varied cost, range, etc from player to player. Generally speaking its 160 Activation, 80 per turn after
The only thing an Incomplete Domain has that a Full Domain doesn't is the ability to be casted **without a barrier**, however that means the target can escape the domain at any point.
Example of an Incomplete Domain: Megumii's Chimera Shadow Garden.
The true pinnacle of Jujutsu. Player must purchase the barrier from the JP store after unlocking their incomplete domain expansion. They won't have to spend a sub ability slot to do so. Domain Expansions are extremely versatile, differing vastly from person to person.
Once a Domain is casted, and the target is ensnared with the barrier, the target cannot easily escape unless they beat the sorcerer in question.
Domain Expansions can give the casting player things like:
Note: Domain Expansions actually count as their own stackable tree, meaning any boosters from your Domain Expansion will stack with your existing boosters.
Sometimes this Cursed Technique doesn't entirely have to be entirely based on your normal technique. Example, Infinite Void's information overload isn't exactly based on Limitless.
E.g., switching stat scalers, cost reducers, etc.
Cost, range, etc will vary from domain to domain. General cost is 400 activation and 30-40 per turn after.
Breaking into a domain from the outside isn't hard at all, as there usually isn't a merit to do so. To break into a domain, you must hit the barrier concealing it with enough potency to match the caster's CTRL.
When two people cast domains, the more 'refined' one dominates the field. The two parties' CTRL stats will be pitted against each other to see who's Domain stays true.
Both parties will pay the cost of activating their domain accordingly. The losing party's cost will be reduced by 25% if they fail the clash, saving them some energy in the process.
If two parties' CTRL is within 10 of each other, the domain clash will be equal. Both domains will share the space where the conditions / Rule-breaking effects are gone in favour for both parties maintaining their stat-based boosters. ( Or personal abilities granted by the domain such as more Shikigami )
To break out of a domain, you must drill a hole into the domain you're in using a Simple Domain or Incomplete Domain.
Take your CTRL and halve it and then pit the cost against the CTRL of the Domain caster. Once per turn, minus your Halved CTRL value from the CTRL of the domain caster. Once you beat the CTRL of the domain caster, you will have successfully torn an escape hole into the domain.
E.g.
User A has 60 CTRL and has user B trapped in Domain
User B has 40 CTRL. Halve it, and now you have 20.
Once per turn, minus 20 from 60.
Turn 1: 60 - 20 == 40
Turn 2: 40 - 20 == 20
Turn 3: 20-20 == 0
== Successful escape.
You must go uninterrupted during this entire process and pay the cost of activation, followed by on-going, until you break out of the domain. Given you are uninterrupted, your progress will be completely reset.
NOTE: Drilling is only 1/2 per turn for Base Technique users, and 1/3rd for Sub Users for Simple Domain Drilling. Incomplete Domains maintain CTRL 1/2 universally.
Alternatively, you can deal a single T4 Injury to the caster of the Domain
After deactivating a Domain, the user cannot use their Cursed Technique for one turn. Applies when breaking out of a domain.
--> Once a domain is casted, can only be used once per scene. An incomp cannot become a full domain after casting and vice versa, lest the user is attempting to transform their incomp into a full as part of a domain attempt.
Simple Domains will temporarily protect you from effects from the domain that affect your stats. This will last for two turns. Casting a simple domain while inside a domain will still allow you to maintain the benefits of the simple domain. When attempting to break out of a domain using a simple domain, the benefits of your simple domain are mostly removed.
Upon unlocking an Incomplete Domain, add an additional 10 Cursed Energy Regen to your Regen calculations.
Upon unlocking a Complete Domain expansion, add an additional 10 Cursed Energy Regen to your Regen Calculations. [ Totalling to 20 ]
Upon unlocking a Complete Domain expansion, the user can self-heal Tier 5 Injuries given they have the necessary CTRL for it [ 60 ].