9: Game Adaption: Living Energy System

Philosophy of the System

In JJK, cursed energy is never static. It’s tied to emotions, willpower, sacrifice, and the soul. To adapt it for your game, CE should feel like a living, reactive resource — one that changes depending on how players fight, how they feel, and what they risk. Instead of being a simple “mana bar,” it should shape both combat and narrative, rewarding mastery while punishing recklessness.

Your players should constantly ask themselves:

  • How much control do I have over my cursed energy right now?

  • Do I risk leaking power, or gamble on a vow to amplify it?

  • Can I sustain my reinforcement, or do I let emotions warp my technique?
    This creates tension, strategy, and immersion.


Core Mechanics

1. Energy Pool (CE Reserves)

Each sorcerer has a pool of cursed energy points. This represents their stamina, emotions, and technique potential. CE fuels:

  • Reinforcement (passive drain to keep body enhanced).

  • Techniques (fixed or variable cost per use).

  • Domain Expansions (massive drain).

  • Reversed Cursed Energy (healing multipliers).

When reserves run low, sorcerers risk backlash: physical strain, technique collapse, or emotional outbursts. Unlike HP, CE is not just survival — it’s presence, so depletion means vulnerability.

2. Leakage

Inexperienced sorcerers lose CE unintentionally each round (dice roll or penalty check).

  • Success: No leakage.

  • Failure: Lose a set % of CE and possibly attract curses.
    As players grow, they reduce or eliminate leakage, reflecting their mastery.

3. Resonance (Emotional Influence)

Emotions alter how CE manifests:

  • Rage: Boosts destructive output, but increases leakage.

  • Fear: Weakens control, but may spike CE production erratically.

  • Grief: Stabilizes reinforcement, making defense stronger.

  • Joy/Calm: Rare, but may reduce CE costs (clarity of mind).

This system makes roleplay and emotion integral, not just numbers.

4. Backlash

Misusing CE causes recoil. If a player overextends (spending more than they control), backlash kicks in:

  • Physical injury (strains, burns, ruptures).

  • Mental exhaustion (skill checks penalized).

  • Technique collapse (ability lockout).
    This reflects how CE isn’t “free” — it’s corrosive to the body and mind.

5. Innate Techniques

Each sorcerer has a unique Innate Technique, but it’s imperfect at first. They must refine it:

  • Stage 1: Inefficient, high cost, limited range.

  • Stage 2: Stable, lower cost, broader application.

  • Stage 3: Mature, unlocks reversed/expanded forms.

  • Stage 4: Domain-level perfection.

Progression mirrors the narrative — players grow as their characters embrace identity and mastery.

6. Reversed Cursed Energy (RCE)

Healing requires dual-flow checks: two simultaneous rolls or control checks. Failure wastes CE or injures the user. Higher mastery reduces the risk.

  • Novice: Heal minor cuts, heavy CE drain.

  • Adept: Heal allies, restore organs with cost.

  • Master: Regenerate or resist death once per battle.
    This preserves the rarity and prestige of RCE users.

7. Domains

Domains should feel like boss-level trump cards, even for players:

  • Activation: Costs massive CE.

  • Effect: Techniques within gain “guaranteed hit” for the Domain’s lifespan (usually 1–2 turns).

  • Counters: Enemies may respond with Simple Domains, Amplification, or rival Domains.

  • Backlash: Failure or collapse leaves the user nearly drained.
    Domains must be dramatic — their appearance should signal a shift in the battlefield’s very rules.

8. Binding Vows

Players may impose restrictions on themselves to gain boosts.

  • Example: “I won’t dodge this turn” → attacks deal +50%.

  • Example: “If I fail this attack, I lose half my CE” → guaranteed critical if it lands.
    Vows must be risky to count. Breaking one means severe penalties, often permanent scars or long-term CE instability.

9. Heavenly Restrictions

Treat restrictions as rare “character templates”:

  • No CE → Physical stats massively boosted.

  • Frail body → Astronomical CE pool.

  • Sensory deprivation → Heightened cursed perception.
    These give players unique playstyles but permanent limitations. Unlike vows, they cannot be reversed.

10. Objects and Tools

Artifacts can add depth to missions:

  • Weapons: Strong but may reject weak wielders.

  • Seals: Restrict or bind curses.

  • Relics: Corrupt or tempt players with power.
    Make them more than stat sticks — cursed objects should carry narrative risk (corruption, possession, betrayal).


Scaling and Grades

Curses and sorcerers are ranked by grade, scaling encounters:

  • Grade 4: Training fights, fodder.

  • Grade 3: Real threats for novices.

  • Grade 2: Tactical battles needing teamwork.

  • Grade 1: Elite missions, big stakes.

  • Special Grade: Catastrophic events, boss fights, often requiring Domains or Binding Vows to survive.

Grades can also apply to missions (players are sent on Grade 2 missions, then slowly climb toward Grade 1/ Special Grade challenges). This reinforces the JJK world’s tone: escalating risk and dread.


Narrative Hooks with CE

To keep cursed energy “alive” narratively, you can integrate it into story arcs:

  • Emotional Arcs: A player’s trauma might change how their CE manifests (e.g., grief altering reinforcement into resilience).

  • Environmental Curses: Cities, schools, or battlefields with heavy negative emotions generate ambient CE hazards.

  • Faction Wars: Clans may fight over cursed objects, tools, or sealing methods, pulling players into political intrigue.

  • Forbidden Techniques: NPCs who abuse Binding Vows or RCE unnaturally could become villains, their broken souls warping the battlefield.