In a world as fraught with peril as the domain of cursed energy, avoiding harm altogether is a challenge even for the most skilled Jujutsu sorcerers. Injuries are as pervasive as the curses they battle, and they manifest in several common forms: Wounds, Burns, Fractures, and Poisoning. Each inflicts a unique debilitation on the afflicted individual, hindering their abilities until addressed through the expertise of a Jujutsu sorcerer or through the passage of time.

Despite the prevalence of injuries, they actively influence the outcomes of battles, compelling sorcerers to think swiftly and react decisively to prevent catastrophic harm. Every sorcerer’s objective should be to minimise injuries while relentlessly pressuring their adversaries with a barrage of techniques and strategic assaults, wearing them down through attrition.

  • Injuries of Level One can be healed without medical attention 2 IRL days after receiving them. Low chance for a permanent scar.
  • Injuries of Level Two can be healed without medical attention 5 IRL days after receiving them. High chance for a permanent scar.
  • Injuries of Level Three can be healed without medical attention 10 IRL days after receiving them. Permanent scar. 

Tip

Depending on the severity of the injury, a different level of ‘Status Conditions’ will be applied.


Level 1

Shallow Laceration

The most common injury received from bladed weapons, the size and depth of these cuts range from anywhere from half an inch to an inch wide and deep. Limbs with these injuries receive -1 Swing Speed per cut to a maximum of -3. In order for movement speed to be affected, both legs must be cut. Shallow Lacerations inflict Bleed 1.

Stable Fracture

The least damaging break that can occur to a Sorcerer, those who sustain the injury receive ‘Broken 1’.

First Degree Burns

Immediately after sustaining an intense burn, the skin will begin to moult and swell with blisters. The areas affected by the intense heat will receive Burn 1.

Weak Poison

Poison of this level will take effect two turns after it was administered, those affected by the poison will receive Poison 1.

Shallow Puncture 

Punctures are less common than other injuries, only able to be received from certain techniques or attacks such as an arrow or piercing blood. Punctures of this calibre can be up to two inches deep, and cannot pierce through bone. Areas affected by these injuries will receive ‘Bleed 1’ and ‘Broken 1’.


Level 2

Medium Lacerations

A step up from the severity of the previous cuts, medium lacerations can range in terms of length and depth from anywhere from one inch to two and a half inches, cutting deep into the muscle and fat of the body. Limbs affected by these injuries will receive a -2 Speed Debuff, this can stack to the maximum of 3 cuts, resulting in -6 Speed. Medium Lacerations inflict Bleed 2.

Partial  Fracture 

A deeper break in the bone will result in a partial fracture, making it more difficult for the affected to use the limb. Those with partial fractures will receive ‘Broken 2’

Second Degree Burns 

Immediately after sustaining an intense burn, the skin will begin to swell with blisters and peel away in the most irritated areas. The areas affected by the intense heat will receive Burn 2.

Intermediate Poison 

Poison of this level will take effect a single after it was administered, those affected by the poison will receive Poison 2.

Medium Puncture 

Punctures are less common than other injuries, only able to be received from certain techniques or attacks such as an arrow or piercing blood. Punctures of this calibre can be up to three and a half inches deep, and cannot pierce through bone, but splinters bones. Areas affected by these injuries will receive ‘Bleed 2’ and ‘Broken 1’.


Level 3

Deep Lacerations 

A step up from the severity of the previous cuts, Deep lacerations can range in terms of length and depth from anywhere from two inches to four  inches, cutting deep into the muscle and fat of the body. Limbs affected by these injuries will receive a -3 Speed Debuff, this can stack to the maximum of 2 cuts, resulting in -6 Speed Deep Lacerations inflict Bleed 3.

Caution

Cuts to the neck, and through the heart can be lethal, resulting in a near death state if RCT is not used with a turn.

Closed Fracture 

A splitting of the bone due to the break, not often a clean break, part of the bone may become disconnected from the joint, making it incredibly painful to move. Those with closed fractures will receive ‘Broken 3’.

Three Degree Burns 

Immediately after sustaining an intense burn, the skin will peel away and fall off the bone, revealing muscle, bile and potentially the exterior of organs and fat. The areas affected by the intense heat will receive Burn 3.

Adept Poison

Poison of this level will take effect immediately after it was administered, those affected by the poison will receive Poison 3.

Internal Damage

Until healed or 5 turns pass, the affected will continue to lose 5 HP per turn.

Deep Puncture

A deeper puncture than the previous level. Punctures of this calibre can be up to five inches deep. Areas affected by these injuries will receive ‘Bleed 2’ and ‘Broken 2’.

Caution

Punctures through the heart or brain can be lethal, resulting in a near death state if RCT is not used with a turn.


Level 4

Partial Amputation

Nearing the most fatal forms of cut, you’ve mastered the force of your strike to cut cleanly through most of the muscle, fat and bone between your blade. Those affected by a partial amputation will receive a -5 Speed and -5 Debuff in the limb. Partial Amputations inflict Bleed 3 and Broken 1.

Caution

Cuts to the neck, head, or through the heart can be lethal, resulting in a near death state if RCT is not used with a turn.

Compound Fracture 

A splitting of the bone due to the break, often breaking out of the skin directly above it and causing excess blood to flow out. Those with compound fractures will receive ‘Broken 4’ and ‘Bleed 1’.

Fourth Degree Burns 

Immediately after sustaining an intense burn, the skin, muscle and fat along the body will begin to melt away and slide off the bone. The intensity of these burns make the limb impossible to utilise in any affective manner, greatly weakening the area around the exposed pit of flesh. The areas affected by the intense heat will receive Burn 4.

Masterwork Poison 

Poison of this level will take effect immediately after it was administered, those affected by the poison will receive Poison 4.

Complete Puncture

These kinds of punctures do not have a limit to its depth; they can go straight through an opponent, even through bone. If the attack pierces through an opponent, the next target it hits will only result in the previous level of puncture. Areas affected by these injuries will receive ‘Bleed 3’ and ‘Broken 3’.

Caution

Punctures through the heart or brain can be lethal, resulting in a near death state if RCT is not used with a turn.

Soul Damage

Until healed or 5 turns pass, the affected will continue to lose 1 C.E Output per even turn and 1 C.E Efficiency every odd turn. The debuff will remain until healed.

WARNING

Soul Damage’s Debuff requires ‘Soul Perception’ to heal. Otherwise, only the injury which caused the damage will be recovered.


Level 5

Complete Amputation

A complete amputation is considered to be the loss or removal of a limb from the main body, an injury not entirely uncommon in the world of Sorcerers. At least on people. Those affected by the amputation will receive ‘Bleed 4’ and ‘Broken 2’.

WARNING

Attacks to the throat and up likely result in a ‘death’ status effect.

Broken Spine

A devastating injury to the career of any Sorcerer or individual without RCT. Those afflicted with this injury will never truly be the same as they were before, any limb or portion of the body below the break in the spin will instantly be set to a static 0 STR and 0 SPD. Those affected by broken spine receive ‘Broken 4’.

Enucleation

Those suffering from enucleation have sustained heavy injury to the eye that’s left it inoperable, or have had their eye(s) removed from their socket(s).

  • One Eye - After the loss of a single eye, the injured will receive a permanent -5 RAC debuff until they receive a working, organic replacement. If ripped from your socket, you will receive ‘Bleed 1’
  • Two Eyes - After the loss of both eyes, the injured will be considered completely and permanently blinded, until they receive a set of  working, organic replacements. If ripped from your socket, you will receive ‘Bleed 2’

Soul Disfigurement

Injuries which change the shape or essence of the soul cannot be healed through RCT. Even if the injury was to be healed, the disfigurement would remain. If the area in questioned is required for CT activation, that activation method is lost.

Danger

If the soul is amputated, the pain and disability caused from the injury will remain, even if the injury is healed. If an arm is amputated at the soul, even with it regrown, that arm will be unusable.