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amalur jumpchain wip

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  1. Made by amaluranon
  2.  
  3. Kingdoms of Amalur reckoning
  4.  
  5.  
  6. Flavor text pending
  7.  
  8. Age 17+3d8
  9. Sex go ahead and choose
  10.  
  11. Location
  12. 1.Goreheart a small town near the well of souls where the fateless one will soon emerge
  13.  
  14. 2.
  15.  
  16. 3.Ysa capital of the summer courts of fae there are delegations from many groups there.
  17.  
  18. 4. Canneroc. a small town at the center of Webwood a forest filled with spiders the size of cattle. Hope you aren’t arachnophobic
  19.  
  20. 5.Teeth of Naros.
  21.  
  22. 6.Mel Senshir. The capital city of the Ljosalfar race. This city s the frontline of the war with the Tuatha
  23.  
  24. 7.Bhaile good luck this is the seat of the Tuatha Deohn’s power and they wont appreciate your presence. Home of the court of winter and below it amethyn where Tirnoch the goddess under the mountain lies imprisoned.
  25.  
  26. 8.you have defied fate and gained the ability to choose your starting location.
  27.  
  28.  
  29. Race
  30.  
  31. Human free
  32. There are 2 variations of human on Amalur the Varani and the Almain. The Varani travelers from a foreign land have a a significant population of both sailors and merchants as well a thrithing community for piracy. The varani are more religious and have decently soried history most come to amalur in search of freedom.
  33.  
  34. Ljosalfar free
  35. Light elves. a proud race that respect nature but still seek to shape it somewhat in there image. Resistant to change compared to the other races to the point they can come across as uncompromising. Ljosalfar value justice highly and regularly fight to defend Amalur against whatever dark force threatens it at the time be this niskaru or the more recent Tuatha.
  36. There capital mel senshir is currently the frontline for the conflict against the Tuatha
  37.  
  38. Dokkalfar free
  39. Dark elves. Subtler and more diplomatic than there Ljosalfar brothers the dokkalfar prefer to solve there problems behind closed doors. Persuasive and stealthy they make exceptional diplomats and skilled spies. Reputed for there charisma many enter into negotiations with dokkalfar despite knowing the risks because they have been taken in. Their capital Rathir is a testament to there negotiating skill.
  40.  
  41. Gnome free
  42. Tiny scholarly people who despite there size can be easily a match for any other race in close quarters slightly xenophobic as a race they live in a highly structured culture where you standing counts for a lot.
  43.  
  44. Kollosae 100cp (must choose ethene as your goddess)
  45. Natives of the teeth of naros these 3 and a half meter living stone giants have a culture similar to ancient greece with a few differences. 1) a philosophy right makes might is common where those that are just are mighty and 2) they worship Ethene almost exclusively. They are very strong and talented at magic.
  46.  
  47.  
  48. Faction
  49.  
  50. Drop in
  51. Standard fair no new memories but no support. you take discounts from the wanderer tree for the purposes of faction.
  52.  
  53. wanderer
  54.  
  55. Warsworn
  56.  
  57. Scholia arcana
  58.  
  59. Travelers
  60.  
  61. Foresworn
  62. Not so much a faction itself as a designation for those that betrayed the ideals of the warsworn and were cast out. The warsworn will know your face and actively hunt you.
  63.  
  64. Belen’ testament (must take Belen as your god)
  65. A cult following the god off death belen that offer up the deaths of others to their god. Hated near universally the cult still persists though. Like the Tuatha Deone they are in good standing with the niskaru and may summon them to assist in their omnicidal goals.
  66.  
  67. Fateweaver
  68. Before you awoke one morning as a jumper you were a fate weaver whether this was a blessing or a curse is up to you but you knew your own fate and you knew that of others even as you were unable to change it.
  69. Gods
  70. In the world of amalur there are various gods to worship and they bestow gifts upon there faithful. Select 1 god to worship
  71.  
  72. Ethene goddess of wisdom.
  73. Grants greater wisdom and a small increase to her followers mana pool.
  74.  
  75. Mitharu god of order
  76. Grants a sense of peace to his folowers and a guideline to live a structured and peace ful life.
  77.  
  78. Belen god of death
  79. Worshipers of belen make sacfices to him in exchange he grants insight into how best to kill your foes so that they may grant more offerings.
  80.  
  81. Thrydon god of war
  82. Grants his follower a small boost in physical strength to fight great battles in his name as well as blessing any armor the for to be very slightly better quality.
  83.  
  84. Lyria
  85. By choosing to worship the goddess of fate despite your nature being outside her weave you gain slight insight into the weave so long as you do not tamper.
  86.  
  87. Aryllia goddess of love
  88. Followers are slightly more attractive and have good luck finding compatible lovers.
  89.  
  90. Lopoku god of mischief
  91. Gives some insight into the various potions he uses to carry out his mischief granting some increase in alchemical ability.
  92.  
  93. Ohnshan gof of air
  94. Grants both resistance and affinity for the thunder that he uses to strike down his enemies.
  95.  
  96. Gaia goddess of earth
  97. Shelters her followers providing slight resistance to all elements
  98.  
  99. Njordr god of water
  100. Grants resistance to ice and an affinity for ice magic to his followers that they might voyage well and defend themselves at see
  101.  
  102. Vraekor god of fire
  103. Grants both resistance and slight aptidude for fire magics to protect his followers from the world and themselves
  104.  
  105. No god
  106. By choosing to rely on only yourself you have gained a very slight increase in your ability to learn and progress
  107.  
  108.  
  109.  
  110. PERKS
  111. 100cp perks are free to their respective faction all others are discounted.
  112.  
  113. Free to all
  114.  
  115. Fateless
  116. You are not of this world and therefore not of part Lyrias weave. As such you lack the preordained fate that all others I this world possessed preventing those privy to the secrets of the weave from divining your future and allowing you to move freely rather than in a predetermined manner. You may pay 400 to have this apply in other worlds providing significant protection against fated events involving your person. (Please note this only applies to YOU if you want to derail all the prophecies about everyone else there a perk further down for that.)
  117.  
  118. Weapon skills
  119. Choose 2 weapons types from staves, chakrams scepters, longswords, greatswords, warhammers, daggers, bows and faeblades. You become incredibly skilled in the use of these weapons intuitively understanding how to get the best results from them. You may purchase additional weapons for 100cp each.
  120.  
  121.  
  122. Wanderer
  123. Mercantile 100cp
  124. Years on the road learning every skill have led to you trading in many places. this experience has not only granted you knowledge of where to find the best items but also significant haggling skills to get the best price when you buy or sell wears.
  125.  
  126. Shadow magic 200
  127. A strange school of magic you picked up a long time ago that lets you conjure a black mist that suns foes and irritates the eyes as well as generate small blades from the same substance. The blades are sharp and cause heavily bleeding wounds but don’t last more than a moment so they aren’t good for much outside a short range projectile. You cast with arm gestures.
  128.  
  129. Earth magic 400
  130. Another odd magic you picked up on your travels that relies on strength rather than magical ability allows you to shake the earth with strike to the ground and mold it to a limited degree fin control will never be an option but you can pull some impressive tricks with this shutting jutting earth from the ground to juggle enemies and striking the ground to bring them to there knees.
  131.  
  132. Secrets of the primal element 600cp
  133. The primal element native to the Teeth of Naros is an oddity weakening your foes resistances to all magic’s whenever they are struck with it. You now understand how to both utilize this element and infuse it into items that you create.
  134.  
  135. Universalist 800cp
  136. jack of all trades ace of some. you have acquired numerous skills over the course of your journey and that has taught you to be incredibly flexible. During your travels at some point you reached some strange apiphany and weapons became an extension of your body you can wield any weapon as though you were a master from first time you touch it. This bleeds over to mundane skills as well allowing you to always appear to have at least some experience in a field. This manifests use all 100cp skills from this jump as well as blacksmithing sage crafting at around half performance. Purchasing any of those skills in addition to this grant you supernatural skill in the field see notes to see what each gives you.
  137.  
  138. Warsworn
  139. Alchemy 100
  140. Your brothers and sisters in battle often need a health potion after a hard battle and you have always been there to help out. You are a capable alchemist able to work with almost any ingredient to make potions with affects you need and fin substitutes for absent ingredients. Some more potent potions still stump you though and inventing new recipes is beyond you.
  141.  
  142. Hardy constitution 200
  143. The warsrorn are the best that mens that they have to train to be the best putting in hours daily into conditioning their bodies. As a result, your body is far more durable than the norm and you gain a resistance to elemental magic’s.
  144.  
  145. Warcry 400cp
  146. Show your pride as one of the warsworn in the form of a terrifying battlecr that leaves allies awed and ready to fight harder and enemies terrified to fight you.
  147.  
  148. Adrenaline surge 600cp
  149. When you are at you’re lowest is when you true you true worth as one of the warsworn. For most being injured and exhausted is then end for you its just the start. Your adrenaline surges when in trouble are capable of astounding feats. When pressured sufficiently in battle your strength and the precision of your movements increase almost twofold leaving you fighting better than you would at your theoretical peak. While this state wont last long it often won’t need to as you over whelm the enemies assured of an easy victory against a weakened foe with sheer strength you seem to only pull out at your direst moment.
  150.  
  151. Warlord 800cp
  152. As the title says you are a lord on the battle field. the castle as well as enemy arms bounce off you leaving them stunned at your sheer might. Your blows have staggering force leaving foes on the ground weapons shattered and finally your will is as hard as your armor granting you the ability to fight on through lethal wounds for around a minute healing back to the edge of survival each time a foe falls. This ability does not have a cool down so long as enemies are falling your staying up. Note that this only keeps you alive if there some ting to heal an impaled lung is fine having both removed is not.
  153.  
  154. Scholia arcana
  155. Dispelling 100cp
  156. One of the many schools of magic studied at the scholia arcana is dispelling the art of removing curses placed to protect. You become proficient at bypassing magical defenses on small objects like chests. Older stronger magic’s and things like doors fated to never open cannot be affected and this wont work on anything stronger than what you see in some of the more dangerous ruins.
  157.  
  158. Standard spells 200cp
  159. You gain the ability to use the most basic spells from this world. These include the storm bolt a small ball of concentrated lightning. the mark of flame which allows you to mark up to 7 ememies at a time with a targeting sigil then set them alight and the ice barrage a quick bombardment with ice shards. Other common spells include small electrified whirlwinds a barrage of fire balls and launching a single large ice chunk.
  160.  
  161. Mana mastery 400cp
  162. Long hours of magical practice have left your mana pool far larger than the average and refilling significantly faster than average. You your mana will regenerate roughly 3 times faster than most and your pool is around 20% larger.
  163.  
  164. Greater magic 600cp
  165. This grants you access to the strongest of magics found in this land call down lightning on a clear day, conjure a localized blizzard in a dessert ore even summon flaming meteors from the sky to destroy your foes
  166.  
  167. Archmage 800cp
  168. The epitome of sorcerous skill you are the among most skilled spellcasters throughout the history of this land. Massively enhances magic from this world making any spells you cast half again as powerful as if they were cast by anyone else. Also grants increased efficiency to you spell usage letting you get more spells for less and increased power to all your magic. Finally your mastery over your own mind and spirit has let you bend the spirits of others. When you defeat a foe an echo of there presence will stand and fight by your side
  169.  
  170.  
  171.  
  172. Travelers
  173. Lockpicking 100cp
  174. The travelers the greatest thieves in the land and what thif could be without this essential still. You are incredibly skilled at picking locks without damaging them or leaving evidence of your tampering.
  175.  
  176. Assassinate 200cp
  177. The travelers not great warriors themselves prefer to never actually fight. As a result of this you have learned the ever practical art of sticking a knife in someone’s back. Attacks on unsuspecting enemies do significantly more damage especially when wielding daggerlike weaponry.
  178.  
  179. Lunge 400
  180. Using your mana to propel you forward you can reach incredible speeds in a short burst. Generally uses to get behind an enemy but you could apply this to transport if you could figure out the duration issue and if you time it right you can avoid attacks while getting behind your foes.
  181.  
  182. bow mastery (scatter shot+arrow storm) 600cp
  183. you have mastered the skill of turning on arrow into many allowing you to fire seven shots with each draw of your bow. Furthermore, by aiming an arrow into the sky and firing you can call down a storm of thirty arrows on a group of nearby enemies.
  184.  
  185. Nightblade 800cp
  186. The greatest thieves and assissins of history took on this title and to trickery stealth and evasion to the point where many considered it magic. You gain a perfect understanding of cover as well as an awareness of how likely those around you are to notice you in addition to this you are able to escape back into hiding with ease in such a way that your foes are inclined to forget you. If forced to fight your foes will find you as elusive in combat as you were everywhere else as you eveade there strikes even some that should have been impossible like that one time you dodged an explosion the filled the whole room you were in. these miraculous dodges however are as much luck as they are skill so do not rely upon them. When finally decide you’ve dodged enough you will find your first strike immensely more powerful.
  187.  
  188.  
  189. Foresworn
  190. Persuasion 100cp
  191. The years after you were cast out the order were hard and the distrust that came with being foresworn forced you to work hard to earn people trust. This experience forced you to become incredibly persuasive in order to stay out of trouble. You are skilled in convincing others to do as you wish and know who to bribe when your actions get out of hand.
  192.  
  193. Relentless 200
  194. You may use your mana to temporarily ignore your wounds and fight on as though you were at your best for 30 seconds. In this state enemy blows will not slow you at all a Warhammer to the ribs will not even push you back.in addition to this striking enemies will heal you ever so slightly. The downside? You can’t feel pain during this time and that means your likely to ignore things you normally wouldn’t like that chunk of missing stomach till its to late.
  195.  
  196. Blade honing 400cp
  197. You are able to channel your mana into your blades giving them a supernatural sharpness and a serrated edge. The nature of this technique causes even more pain and damage than it should and can lead to debilitating wounds from what should have been narrow scratches.
  198.  
  199. Celerity 600 cp
  200. Your mastery of weaponry is incredible and has allowed you to through a combination of will training and economy of movement strike faster than before. You are able to strike 10% faster when wielding weapons than you could otherwise no matter how fast you were before.
  201.  
  202. Blademaster 800 cp
  203. Years on the battle field have left you more at home there than at home. In battle you gain clarity your movement sharpen and you become more precise. By itself this makes you a great warrior but it s your other ability that makes you so feared when in battle you grow stronger the longer you fight and the more enemies you slay as though the blood of the fallen empowered you. You can enhance this to even greater levels by channeling mana. The ability caps out and you stop getting stronger after the 20th enemy slain but by that point your more than twice as strong as you were before.
  204.  
  205.  
  206.  
  207. Belen’s testament
  208. Stealth 100cp
  209. While eradicating towns in the name of your god is hardly stealthy the cult wouldn’t have survived if they couldn’t go to ground. You possess significant practical knowledge on how to go unseen allowing you to move quieter and go unnoticed longer.
  210.  
  211. blink 200cp
  212. You gain the ability to teleport short distances (about 3 meters) almost instantaneously leaving a trail from your start to end point. You can chain up to 2 of these almost seamlessly but after that you will need a moment to reorient yourself before moving again. For an additional 100cp you may add an element from fire, ice and lightning or poisonous fumes to the trail harming anything that you passed by during your warp.
  213.  
  214. envenomed edge 400cp
  215. You gain the ability to transform your mana into a potent magical venom that will coat any bladed or piercing weapon you wield(this includes projectiles). Both your skill and the amount of mana used will affect the strength of this skill. Note that the skill is a constant drain and needs to be actively dismissed by dispersing the mana to stop using it.
  216.  
  217. Summon niskaru 600cp
  218. The niskaru demons by any other name, are a powerful force to have at your beck and call. through diligent study and the incitement of much mayhem you have gained an understanding of the vile creature and may now summon them to aid you. Summoning lesser niskaru even in droves takes little effort. However you will find that to summon something like the balor that laid siege to mel senshir you must shed so much blood that it may be easier to just kill whatever you were setting it on your self rather than go through all that hassle. Also grants the ability to summon faer gorta.
  219.  
  220. Shadow caster 800cp
  221. In order to appease lord Belen to the fullest you have dedicated you life to taking the lives of others. Because of this you have learned how to both maximize the damage inflicted and draw strength from it. You gain the ability to see all the vulnerabilities in your enemies striking these be it by hand or by magic will not only deal incredible damage but also restore any magical pools you possess equal to damage dealt. As a consequence of your dedication to death you give off an aura of terror that may cause enemies to flee becoming easy targets as they show their backs and do away with what little defense they had against you.
  222.  
  223. Fate weaver
  224. Detect hidden 100cp
  225. Your knowledge of the weave of fate has granted ou insight into pretty much anything you’ll encounter throughout your life. This means that you’ll know about those hidden doors the lore stones that are scattered through the world and the many traps you are thankfully not fated to be impaled by.
  226.  
  227. Shield magic 200cp
  228. You can conjure barriers either a 3-meter radius barrier that will stop projectiles or a an aura around yourself that will reduce damage by up to a fifth.
  229.  
  230. Healing surge 400cp
  231. You are able to channel almost all your mana through your body and use it to restore your self from deaths door to the peak of health in seconds. Will fail if there are already traces of your mana in your body from previous attempts takes a bout a day to have said traces disappear.
  232.  
  233. Know your fate 600cp
  234. Retain awareness of your own fate even as it is warped by your nature as a jumper. This means you are aware of any approaching events that are unavoidable either due to your morals or because they are literally unavoidable. Forewarned is forearmed and now that you are no longer bound to lyrias will you can circumvent any of these events with regard to yourself so long as you have the skills and the brains. you also retain your ability to divine the fates of others even after this jump though you will need to touch them and focus a minute.
  235.  
  236. Champion 800cp
  237. Now free the chains of fate you wish to save the people that you could not beforeuniting magic and old martial prowess you set out to be a champion of the people. Your will becomes incredibly strong and drives you foreward letting you drag out more magic than you thought you had when injured to save your self and to hit harder. Your magic responded to this newfound confidence and amplified itself when you slay an enemy the change in there fate you caused will resonate and cause more magic to flow striking other nearby foes.
  238. Undiscounted
  239.  
  240.  
  241. Sagecraft
  242.  
  243. Fate shift 400
  244. You can now through sheer force of will deny fate in its entirety. Door fated to never open the lock mechanism comes undone for you. Man prophesized to die signaling the end of the world you can save them. This doesn’t let you prevent anything you couldn’t due to being to weak/stupid/foolish. But there is now always a possibility for you to succeed even when god said it shouldn’t you just need the skills to actually pull it off.
  245.  
  246. Blacksmithing 600cp
  247.  
  248.  
  249. Items
  250.  
  251. Basic weapons choose 2 of the weapons mentioned in weapon mastery perk you gain .
  252.  
  253. Ring of might 100
  254. Increases your strength and the potency of earth magic.
  255.  
  256. Ring of finesse 100
  257. Grants near perfect control of your voluntary muscles. And shadow magic is strengthened.
  258.  
  259. Ring of sorcery 100
  260. Increses the potency of any local magic except shadow and earth
  261.  
  262. Buru’s boots 200
  263. A pair of cursed boots that allow you to walk past any trap without triggering it however they compel the wearer to hunt man and other sapient beings.
  264.  
  265. Hook chain 200
  266. A chain with a hooked dagger at the end extends and retracts up to 15 meters when infused with mana. Can hook on and pull those weaker than you towards you those stronger will pull you instead.
  267.  
  268. Magic quiver of infinite arrows 200
  269. A Quiver that makes arrows supplies 30 a minute
  270.  
  271. Smoke bomb 300 a small smoke bomb that has been been laced with 2 potions one that leaves foes confused and another that renders you invisible. you have become immune to the first. use these to escape foes or stab them in the back again after they notice you. Respawns on your hip after 5 minutes.
  272.  
  273. Gambit 300
  274. an odd mine that is able to replicate it self up to 17 times when infused with mana then buries itself and its copies within a five meter radius. Each copy can detonate explosively and will do so like a regular landmine. Respawns after 5 minutes.
  275.  
  276. Drawbacks
  277. Take a maximum of 1000cp in drawbacks unless you take at least 2 600 cp drawbacks and rebirth which case you may take up too 1500cp
  278.  
  279. Fragility +100cp
  280. Anything you use even unbreakable objects will be subject to wear and tear and require frequent repairs lest it break
  281.  
  282. No anachronisms +100cp
  283. You may not use any tech more advanced than a repeating crossbow.
  284.  
  285. black cohosh allergy +100cp
  286. you are allergic to black cohosh and cannot take any potions containing it without risking death. Potions from other jumps with similar effects will result in the allergy as well.
  287.  
  288. useless villagers +200cp
  289. everyone and I mean everyone that you meet will have at least one quest for you that they are either incapable of
  290.  
  291. safe havens +200
  292. doesn’t sound like a drawback but if you take this inside the boundires of a village town or city will be the only time monsters aren’t constantly on your ass.
  293.  
  294. Demon bait +200
  295. Your presence weakens the boundry to the physical realm allowing niskaru easier access. Expect weekly niskaru attacks and larger numbers of them in areas where they are normally found.
  296.  
  297. Belen’s chosen sacrifice +200cp
  298. Member or not the cult dedicated to the god of death belens testament want you as a sacrifice above all others. these people regularly depopulate towns and summon niskaru to aid there goals. The cult cannot be wiped out and they are not above slitting your throat in your sleep if you don’t take proper precautions. They are thankfully quite noticeable as they constantly make sacrifices wherever they go. If you took this with demon bait they will be able to summon niskaru lords to aid them.
  299.  
  300. Prismere’s sway +300cp
  301. The Tuatha are not just winter fae any longer. Long term exposure to prismere leads to corruption to Tirnochs side. The Tuatha know this and use it as a standard part of there combat doctrine. Turning foe to ally with startling ease.
  302.  
  303. Bitter autumn +300
  304. The decline of the summer courts is far worse than they wish the mortals too know the corruption of there winter brethren has left nature imbalanced and they suffer a terrible wasting sickness this means that you will receive no help from the summer court in combatting the tuatha
  305.  
  306.  
  307. Completionist (+300cp)
  308. You must succeed in every side quest in the game and if you took useless villagers any new ones they give you this includes dlc. If you fail a single quest that counts as failure though you may choose to stay here instead of returning home should this happen. If a quest giver dies before you return that counts as failing the quest. Conflicting quests the completion of one counts as the successful completion of both to make this possible.
  309.  
  310. Rebirth +300
  311. Instead of where ever you rolled you awake in the well of souls with hazy memories and no powers. Powers bought in the jump can be learned relatively quickly through effort and training but outside skills are locked for the entirety of the jump.
  312.  
  313. the false pantheon +600cp
  314. Tirnoch was not the only one sealed but one of many. Gadflows discovery of Tirnoch began the war but she was not the only false god sealed throughout the land 12 dragons of equal strength to the god under the mountain lay sealed and Gadflow wishes to free all of them. Prismere the manifestation of Tirnochs powers stirs the others and will wake them soon. should they wake they will be strong enough collectively to shatter the seals. You have 6 months to prevent this catastrophe. If that fails you may still succeed in this jump so long as you kill all 13 dragons.
  315.  
  316. seal failure +600cp
  317. your arrival shattered the seal or if you took false pantheon the seals. tirnoch has been unleashed upon the world in all her glory to lead the tuatha in her revenge against the world. Rest assured she doesn’t see you as an ally. In fact you are the greatest threat to her newfound freedom. She will seek you out to strike you down as soon as she is able. If you took false pantheon this is true for all the new angry dragon fae.
  318.  
  319. Lyrias fury +600cp
  320. When tirnoch falls the fate of mortas will become there own and no longer fall under lyrias weave. This will infuriate her and she will begin spinning a new weave hateful of the mortals that celebrate freedom from her plans. Monsters will grow wise and harry civilization in unbelievable numbers and nature will never be on your side. You must appease or kill the goddess before she wipes out the mortal races.
  321.  
  322.  
  323. Notes
  324.  
  325. • The 100cp skills are 7 levels in the skill universalist is 3 levels in all of them in terms of the in game trees for any clarifications. Adding them together you get 10 in a skill and in some cases a slight buff so that they are balanced.
  326.  
  327. Universalist combos to be added
  328.  
  329. Stealth
  330.  
  331. Persuasion
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