Saturday, September 27, 2025

EVEN REALER JUJUTSU (GLOG Class: Sorcerer)


Starting Skill: 1) Frauding, 2) Asspulling, 3) Glazing

Starting Items: Deed to an aura farm (desolate, bankrupt)

+1 CD per template

A) Jujutsu, Innate Technique, +1 to-Hit

B) Curse Refinement, +1 HP

C) Curse Refinement, +1 to-Hit

D) Curse Refinement, Domain Expansion

Jujutsu.

    You're a a member of that genetically gifted class of superhuman known as "Jujutsu Sorcerers". What that means in practical terms is that you can see curses and generate substantial amounts of Cursed Energy, represented by CD's - Cursed Die. 

 As long as you have at least one CD, you can reinforce your body with cursed energy, which in practical terms means you have unarmored AC-as-chain and your fists count as magical medium weapons. You can reinforce melee weapons with cursed energy as well, making them deal +[templates] damage and count as magical, but ordinary ones struggle to handle the strain (shattering on crits and fumbles). 

 Also you can make binding vows, either to yourself (permanently placing some restriction on your future actions in exchange for a temporary power boost or just changing the way your Innate Technique works arbitrarily) or to others (making a verbal contract that guarantees intense karmic backlash if one party backs out).  

Also you have the potential to learn non-innate techniques (raising barriers, making talismans using anti-domain arts, making simple shikigami, learning new shadow style, etc) but you have to find someone to teach you that.

Innate Technique

    Roll on the spell list of any non-terrible GLOG wizard school or use that Skerple's d100 table, whatever you get is your one, singular, unchangeable innate technique, no rerolls if it sucks you're stuck with it. You can cast it like normal but you don't trigger mishaps or dooms and your CD's only deplete on 5's and 6's because you're cool like that.  

Curse Refinement.

  At every [template] past A, you get a Curse Refinement.  Each time, choose one of the following. 

  1. Extension. "Extend" your cursed technique, basically giving you some special move that uses your Cursed Technique a different way - turning your blood-beam into a net instead, for instance (still expending CD like normal). You can take this more than once, unlike every other option. 
  2. Maximum (Lapse). Unlock the ultimate application of your Cursed Technique - a more powerful spell, but one which doesn't return CD on casting. If the wizard school you're using has one or more Legendary/Rare/Emblem spells, any of which align with the spell you rolled, this is that - otherwise make one up yourself.
  3. Reverse Cursed Technique. You can spend CD to heal yourself, either regaining [sum] HP immediately or 2 HP a round for the next [sum] rounds. CD used for this purpose deplete immediately. This can regrow limbs but does nothing to poison or disease  
  4. Maximum (Reversal). Functions exactly the same as Maximum (Lapse), except instead of using the ultimate potential of your Cursed Technique you're using the ultimate potential of the reversal of your Cursed Technique. Figure it out lol.    

Domain Expansion

    Literally just use semi's rules they seem good enough and I'm not copying over the entire thing here.

Δ - Black Flash.

Hit a Black Flash. Before you have this delta, that requires rolling a regular critical hit and then flipping a coin and getting heads.

You permanently gain one extra CD. Also, every time you land a critical hit, it becomes a Black Flash, dealing double damage and replenishing a spent CD. The next attack you make has it's crit range expanded by 1, stacking for each consecutive Black Flash you land (so if you crit on a 20 and land a black flash, your next attack crits on a 19-20, and after that 18-20 and so on and so forth). 


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