Dominations

Lords have a close connection to Powers and as such have access to their Jujutsu techniques. Lords can cast both Juinjutsu and Jujutsu at +2 CL. Each 10 HD a Lord possess adds +2 to the CL of their Jujutsu and Juinjutsu techniques. Lords start with either Yin or Yang Release at first level, as well as their additional feat. When a Lord acquires mastery for either Juinjutsu or Jujutsu, the bonuses apply to both.

## Curse Techniques

* [A-Rank] Blood Seal - When learning this technique, the user has a pair of seals branded onto their body, usually the palms. These seals are the core of this technique. The user must acquire their target’s blood, a small drop being enough for this technique to work. Smearing their target’s blood onto one of the seals, the user then brings both seals together, which completes the technique. The target's hereditary abilities, those acquired due to their bloodline or some genetic aspects are rendered unusable. This technique prevents the target from accessing their innate abilities. However, the user must ensure both seals remain in contact otherwise the technique ends. As such maintaining this technique consumes a standard action each round, and the user is unable to perform actions which require the use of their hands.

* [C-Rank] Straw-Doll Binding: Puppeteer’s Strings - Selecting a target, the user forges a link between them and a straw-doll. The target can resist on a successful Will Save, preventing the technique from manifesting. However, if the target fails to do so, the link is formed, bonding the target to the straw-doll. The user gains control over the target’s actions, however, the target himself is not prohibited from performing actions of their own. Instead, both the caster and the target can control the target’s body. The user can make the target move or cast abilities as they see fit but doing so consumes the respective action as if the user themself had performed it. The user cannot force the target to use abilities it is unaware the target possesses. Furthermore, neither party can cancel the other's actions, but can react to it and attempt to counter if possible. Destroying the straw-doll ends the technique.

* [B-Rank] Curse of Misfortune - A curse is inflicted on a target of the user’s choice, bestowing upon them a lifetime of accumulated misfortune. Where there is the chance for something to go wrong, it will go wrong. All actions the target performs are prone to failure and instead results in random mishaps. The target has a 50% chance of failing all actions it takes. If the affected creature attempts to harm another, its failure results in said creature instead dealing ¼ of that damage to itself. Jutsu or spells it tries to cast backfire, the energies used to conjure them recoiling to inflict 3d8 points of damage per level of jutsu/spell. A failed move action results in the creature tripping and falling, falling out of the sky for a flying creature, cramping up and being unable to swim, etc.

* [S-Rank] Straw-Doll Binding: Shared Fate - With a straw-doll as the medium, a pair of creatures or persons can be bound to it, linking them all together. This is a Will Save, where success negates this. Failing establishes the connection, which once formed inflicts all damage one creature receives on the other. If one creature is healed, the other is healed as well. If one expands chakra, talismans or psy points, it is subtracted from both parties' pools, unless one does not possess such a means of casting, in which case it instead deducts the technique level from their chakra/psy pool or consumes a talisman of the appropriate level. If one of the linked creatures or persons is unable to pay this cost due to a depleted pool or insufficient points to cast it, the spell level is instead deducted from their Hit Points. If a condition is applied to one creature such as, Stunned or Helpless, it is not applied to the other. Those linked through this technique are able to sense the position of the other, once both are one the same plane and read their surface thoughts. Locating the other is not pinpoint, but rather a general idea of where the other is. Furthermore, both are able to cast the innate abilities of the other, however, it uses their own stats.

## King of Curses

Lords are born branded with cursed seals covering large patches of their flesh. Each curse seal is unique in design, but all fall under one of three categories, Mortal, Earth and Heaven. All cursed seals are initially considered Mortal and progress to Earth-Tier once the character has reached level 30. Heaven-Tier cursed seals are gained once the character reaches level 60. From the moment they manifest, the cursed seals store a fixed amount of energy which can be released in times of peril. Unlocking a cursed seal releases vast amounts of vile chakra, corrupting the user's own energies and causing the user's attacks to be infected with curses that are inflicted upon targets whom they land a successful attack on, whether this be physically, through jutsu or magical means. Any creature within 30ft +5ft/CL are automatically inflicted with this curse. Any creature who comes in contact with the user and/or their corrupted energy is automatically inflicted with this curse. Furthermore, the user is rendered immune to curses and negative energy in this state. The unlocking of a cursed seal applies to following conditions according to the cursed seal's tier:

* Mortal Tier - Mortal-Tier curses can be resisted with a successful Will Save.

The Devil's Penitentiary - The Devil's Penitentiary is a mental prison, from within which escape is impossible. It is connected to the souls of all living creatures, appearing in various forms depending on the target's fears. For those who possess no fears, a blank void of nothingness instead becomes their prison. Some might seem to notice no difference inside this curse, but such a situation would simply be an illusion. Once casted successfully, the target's mental stats are reduced to 0. Their body is no longer under their control as their soul and consciousness is trapped elsewhere, hidden is a unique space where it shall be tormented.

* Earth-Tier - Earth-Tier curses have a 50% chance of being resisted.

A Bit of Karma - Karma is sowed with anyone affected by this curse. The target is unaware of this but has a Seed of Karma implanted in them. The Seed of Karma is invisible to the senses, appearing as an intangible lotus bud slowly unraveling in the target's soul. For as long as the seed exists within the target, the caster is able to sense their exact location once both parties are on the same plane. For those in a different plane, the caster can determine which plane they are on but not their exact location. Through their link with the target, the caster is able to freely see their actions and thoughts, even combing through their memories if necessary. The Seed's main function is to replace the target, which requires one month per 10 Character Levels or HD of the target. Once this time passes, the lotus blooms, assimilating the target's soul and rendering them as a puppet under the caster's complete control. However, this puppet can remain autonomous and retains the stats and abilities of the creature used to create it.

* Heaven-Tier - Heaven-Tier curses have a 25% chance of being resisted.

Myriad Death Curse - To inflict a Myriad Death's the target experiences the sensation of reliving every single dangerous counter in their lifetime, where each injury they had ever received, no matter the gravity of it, immediately relapses and is intensified. Any creature inflicted with this curse has all damage ever received inflicted on them in an instant, regardless of their current position, barriers, wards and enchantments in place or conditions that might negate or reduce this damage. Should the target resist the initial onset of the curse, a Fortitude Save is necessary where success means their HP is reduced to 10 and failure results -5. Otherwise, the target is dead, regardless of any immunity to death-effects.

Unlocking a cursed seal is a Full-Round Action. Once the cursed seal is unlocked, the user can decide which effect of the three tiers is applied, as long as they met the requirements for it. The cursed seal remains unlocked for HD/5 number of turns. During this time, the user can expend a Standard Action to change the effect of the curse from Mortal to Heaven Tier. Character Level requirements must be met to use a particular tier of curse.