[b]Jujutsu Kaisen (Early Version)[/b]
[i]Royalty DLC recommended for visual effects, but not required.[/i]
Brings the world of Jujutsu Kaisen to RimWorld (75% Complete). Apologies for the inconvenience. "It’s not how you start. It’s how you finish." Colonists can awaken cursed energy, learn inherited techniques, summon shikigami, and expand domains.
I Believe in the personal touch. Add Me and DM Me if you are having any issue i will fix it.
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[b]Early Cursed Spirit A.I.[/b]
[b]Stalking (Creepy Phase)[/b]
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[*] [b]Goal:[/b] Hide and increase negative Hediff on the target.
[*] [b]When:[/b] Spirit is in the Lurk phase. Follows the pawn, creeping around their sleeping area at night.
[*] [b]Behavior:[/b] Slowly walks toward a humanlike pawn, stopping approximately 12 tiles away. Finds cells with line of sight to the victim so it can watch them. Continuously re-evaluates its position, creeping closer each time.
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[b]Hunting (Assault Phase)[/b]
[i]When: Assault is triggered, or no valid stalk target is available.[/i]
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[*] [b]Ordinary humans (100%):[/b] Top priority — easy prey.
[*] [b]Animals (40%):[/b] Attack if no humans are present.
[*] [b]Mechanoids (30%):[/b] Fight if nothing else is available.
[*] [b]Low-grade sorcerers (10%):[/b] Reluctant engagement.
[*] [b]Special Grade / Grade 1 (-1000%):[/b] FLEE and hide like a coward.
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[b]Cursed Spirit Roster & Abilities[/b]
[b]Standard Cursed Spirits[/b]
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[*] [b]Weak Curse (Grade 4):[/b] Melee: Claws/Scratch (8 Damage) | Aura: Cursed Presence (+3% per tick, affects Grade 4 and below). Behavior: Stalks and hunts. Uses cover and hides within 25 tiles to build aura severity before attacking. Dangerous in swarms.
[*] [b]Craven Curse (Grade 3):[/b] Melee: Fangs/Bite (10 Damage) | Aura: Cursed Presence (+5% per tick, 15-tile radius only). Behavior: Cowardly predator. Flees from armed pawns but ruthlessly targets downed, injured, or unarmed colonists.
[*] [b]Standard Curse (Grade 3-2):[/b] Melee: Cursed Strike (14 Damage), Rending Claws (12 Damage) | Aura: Cursed Presence (+6% per tick, affects Grade 3 and below). Behavior: Stalks and hunts with intelligent target selection.
[*] [b]Grade 2 Construct (Grade 2):[/b] Melee: Debris Smash (18 Damage), Shard Slash (15 Damage) | Aura: Cursed Presence (+10% per tick, affects Grade 2 and below). Behavior: Tanky brawler that stalks and hunts. Rapidly builds aura severity.
[*] [b]Pestilence Curse (Semi-Grade 1):[/b] Melee: Putrid Slam (16 Damage), Bile Spew/Toxic (10 Damage) | Aura: Cursed Rot (+15% per tick). A unique effect causing nausea and putrefaction that affects Grade 2 and below, fading very slowly even after the spirit dies. Behavior: Lumbers directly toward the nearest human without hiding. The primary threat is the lingering aura, not the physical damage.
[*] [b]Strong Curse (Grade 1):[/b] Melee: Cursed Fist (22 Damage), Rending Claws (18 Damage), Cursed Bite (20 Damage) | Aura: Cursed Presence (+12% per tick, affects Grade 2 and below). Behavior: Stalks and hunts. Intelligent enough to utilize cursed techniques.
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[b]Special Grade Threats[/b]
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[*] [b]Disaster Curse (Special Grade):[/b] Melee: Disaster Strike (30 Damage), Cursed Rend (25 Damage), Devouring Maw (28 Damage) | Aura: Cursed Presence (+20% per tick, affects Grade 1 and below). Behavior: Stalks and hunts. Massive stat block with devastating attacks; requires Special Grade sorcerers to engage safely.
[*] [b]The Mien (Special Grade - Unique):[/b] Melee: Soul Rend (50 Damage), Void Grasp (45 Damage), Hollow Gaze (35 Damage) | Aura: Dread of the Mien (+4% per tick, map-wide, sorcerers are immune). Also features an 8-tile deterioration aura during Phase 2.
[b]Behavior (3-Phase AI):[/b]
- [b]Phase 1 (The Haunt - First 2 Days):[/b] Passive. Stands motionless at chokepoints and bedroom doors near colonists to stack Dread. Repositions when unobserved.
- [b]Phase 2 (The Hunt - After 2 Days):[/b] Actively hunts the colonist with the highest Dread severity. Ignores sorcerers, one-shots non-sorcerers, and destroys nearby structures.
- [b]Phase 3 (The Reckoning):[/b] Fights sorcerers at full power only after all non-sorcerers are dead or have fled.
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[b]Cursed Energy System[/b]
Fuel your abilities with Cursed Energy (CE), a custom Need that regenerates over time. Sorcerers are ranked by CE output/capacity:
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[*] [b]Grades 4-1:[/b] Ranges from basic reinforcement to elite domain-level output.
[*] [b]Special Grade:[/b] Unlimited potential; walking calamities.
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[b]Inherited Techniques[/b]
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[*] [b]Limitless (Gojo):[/b] Manipulate space. Features [b]Infinity[/b] (passive barrier), [b]Blue[/b] (attraction), [b]Red[/b] (repulsion), and [b]Hollow Purple[/b] (erasure). Includes [b]Six Eyes[/b] hediff for max efficiency.
[*] [b]Ten Shadows (Zenin):[/b] Summon shikigami allies including Divine Dogs, Nue, Toad, Great Serpent, Rabbit Escape, Max Elephant, and the thought untamable [b]Mahoraga[/b].
[*] [b]Cursed Speech (Inumaki):[/b] Commands reality at the cost of health. Includes: [b]Stop, Run Away, Sleep, Blast Away, Explode, Crush,[/b] and [b]Get Twisted[/b].
[*] [b]Blood Manipulation (Kamo):[/b] Control blood flow. Includes [b]Flowing Red Scale[/b] (stat boost), [b]Piercing Blood[/b] (sniper beam), [b]Supernova[/b] (AoE), and [b]Blood Edge[/b] (melee).
[*] [b]Projection Sorcery (Zenin):[/b] Follow the 24 FPS rule. Grants massive speed buffs, [b]Frame Freeze[/b] (stun on touch), and [b]24 FPS Blitz[/b] (dash-strike).
[*] [b]Shrine (Sukuna):[/b] Slash and burn. [b]Dismantle[/b] (ranged), [b]Cleave[/b] (adjusts to toughness), [b]World Slash[/b] (AoE fire), and [b]Malevolent Shrine[/b] (open-barrier domain).
[*] [b]Cursed Spirit Manipulation (Geto):[/b] [b]Absorb[/b] downed spirits, [b]Release[/b] them to fight, or use [b]Maximum: Uzumaki[/b] (energy beam).
[*] [b]Straw Doll (Kugisaki):[/b] [b]Hairpin[/b] (explosive nails) and [b]Resonance[/b] (sympathetic damage to allies of a downed target).
[*] [b]Ratio (Nanami):[/b] Create weak points with [b]Ratio (7:3)[/b] for crits and [b]Collapse[/b] for environmental destruction.
[*] [b]Idle Transfiguration (Mahito):[/b] Warp souls. [b]Soul Reshape[/b] (permanent damage), [b]Body Repel[/b] (dodge), and create [b]Transfigured Humans[/b].
[*] [b]Rot Technique (Death Painting):[/b] Apply [b]Decay Touch[/b] or summon a [b]Decay Cloud[/b].
[*] [b]Deadly Sentencing (Higuruma):[/b] Domain based. [b]Judgeman[/b] trials targets for [b]Confiscation[/b] (silence) or [b]Death Penalty[/b] (insta-kill sword).
[*] [b]Idle Death Gamble (Hakari):[/b] Domain based. Hit a [b]Jackpot[/b] for infinite CE and immortality.
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[b]Universal Abilities & Vows[/b]
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[*] [b]Reinforcement:[/b] Use CE to boost stats and defense.
[*] [b]Reverse Cursed Technique (RCT):[/b] Self-healing and rare output healing for others.
[*] [b]Binding Vows:[/b] [b]Revealing One's Hand[/b] (boost output by explaining ability) and [b]Overtime[/b] (limit output to 80% to gain compound power later).
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[b]Domains[/b]
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[*] [b]Domain Expansion:[/b] Manifest an innate domain. Guaranteed hits, massive cost, visual effects.
[*] [b]Simple Domain:[/b] Anti-domain barrier. Nullifies enemy domain hits.
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[b]Requires:[/b] RimWorld 1.6 + Biotech.
[b]My goal for every mod I make is simple: Is it fun?[/b]
[i]Inspired by Gege Akutami's Jujutsu Kaisen.[/i]
[b]PERMISSIONS:[/b] Personal, non-commercial use and additive compatibility patches are allowed.
[b]RESTRICTIONS:[/b] You may NOT redistribute, re-upload, reverse-engineer, or extract any assets from this mod. You may NOT create retexture packs, asset replacements, or derivative works that modify, override, or replace any assets from this mod without explicit written permission.