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Disgaea, WIP-Muyo

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  1. Disgaea (v.Muyo_01) - Drawing Board Outline
  2. [Overview]
  3. *Point form no fluff version.
  4. *Public opinion was that as much of Muyo's content should be kept as possible.
  5. +Weighed positive is that this allows individuals who preferred Muyo's perks to keep them.
  6. +Weighed negative is that this creates a distinct shift in the style of writing, but that's accepted.
  7. *No Scenario, since this jump isn't so much a rewrite as it is a clean up/repackaging.
  8. *Muyo has 6 Backgrounds, so those will form the core backgrounds.
  9. *No changes to his location choices.
  10. *Muyo has nothing for companions and minimal for items, so those will be worked from bottom up.
  11. *Two internal mechanics, Class and Reincarnation, will either be kept or reworked
  12. *Everything that Muyo originally had will be indicated with [M] markers.
  13.  
  14. [General Administrative Stuff]
  15. *Muyo's original intention was to "limit cap" due to the comical nature of the series. This will be respected. (See his actual intro below)
  16. [M]Starting Advice
  17. //Disgaea is a setting that runs on the Rule of Funny, Cool, and the like a lot of the time­ so be warned,
  18. some of it's larger than life properties? Are just that, larger than life. It's with great regret that I must inform you
  19. that you cannot, in fact, use Dimensional Slash to split continents and the like once you move onto a new
  20. setting. It will still however be a very powerful sword technique in your hands, no matter where you use it.
  21. On the plus side, several of your own abilities have been inflated to match for as long as you’re here.//
  22. *[M]Backgrounds: Human/Prism Ranger/Prinny/Demon/Angel/Time Space Traveller
  23. *[M]Locations: Mortal Realm/Celestia/Netherworld/Free Pick
  24.  
  25. [Core Perks - All Muyo's Stuff]
  26.  
  27. *Mortal (Drop-In)
  28. 100cp - Laugh It Off (Free with Drop-in)
  29. You’ve been blessed, or cursed, with a particular quality that almost certainly guarantees your survival, but also ensures your misery. For you, it is accurate to say that tragedy is when you cut your finger, and comedy is when you fall through a manhole cover and die. Except you won’t die.
  30. With this perk, you will enjoy ‘cartoon’ resistance to outrageous damage, so long as whatever was aiming to hurt you is at it’s heart, intended to be comedic or outrageously spectacular. A deadly duel to death with live steel remains such. Being stuck with steel paper fan can no longer concuss you though, if it’s running on the rule of funny. Therefore, beware of fan wielders in actual deadly conflict.
  31. Damage is still inflicted upon you for the most part, but this perk guarantees that you won’t die by slapstick.
  32.  
  33. 200cp -
  34.  
  35. 400cp - Menu Screen (Discount Drop-in)
  36. You’ve peeled back the veneer over your eyes and seen the truth of existence­ it’s all just a great big game of roulette and now you’re holding all the cards. Control over your personal self now at an all­time high.
  37. This perk grants you a modern and well­designed RPG­style in game menu. It is diegetic and pops up in your view like a fancy augmented reality thing. With some thought and few hand gestures, you could access whatever was in your pockets, check your status and equipment, and a whole host of other benefits.
  38. Note that this does not give you a pause function.
  39.  
  40. 600cp - Item World (Discount Drop-In)
  41. It’s time to show your gear who’s boss­ that’s right, you! Not this hilariously overpowered and overleveled Item General, King or God, who’s living on the x­tieth floor... wait how many legendary items did you use to make this thing?
  42. This perk allows you to enter into an object, be it a sword, a potion, a piece of armor, a vehicle, even property. Doing so leads to a randomly generated (and temporary) world, populated by monsters and challenges related to the theme of the object in question. How many levels and how difficult a particular Item
  43. World is to navigate is contingent on how awesome the item is already. A really super legendary weapon for example is going to have a particularly powerful item world and equally powerful guardians. Deadly items create inherently deadlier Item Worlds, but any item world can be a challenge, if you’re not careful.
  44. You can go into an item world as many times as you like, but every ten levels deeper in, the item General is that much stronger. At floor Thirty and Seventy, there is an Item King, who is stronger than a mere Item General. If you defeat that guy, you have to fight the Item God at the 100th floor of the Item World, who’s even stronger. If you beat that guy, and go through another hundred floors, you’ll face the Item God 2.
  45. If you manage to defeat or otherwise secure the loyalty of the first Item Guardian to your side, you can from this point on, upgrade your explored item without tools or extra magic. This basically means you can reforge or add to a sword as long as you have the materials­ the blade knows who’s boss, and that’s you.
  46. Combining multiple different items (not materials), requires you to subdue every Item Guardian within those items. This combination is usually conceptual in some way, and works best with like to like combinations.
  47. Healing Potion plus Healing Potion will get you a Better Potion. Sword plus Potion will get you... a healing sword? Maybe. Merging items in this way does not give you Power of Item A + Power of Item B.
  48. Upon a successful fusion, the item is reset to level zero, and you can re­level it all over again.
  49. Every Item Guardian (general/king/god/etc) you defeat after the first allows you to further refine the item in question. You can gradually work out kinks, attempt conventionally impossible upgrades, and quite possibly attain a near platonic expression of whatever item you spent so much time exploring.
  50. However, each item guardian, will be around ten times stronger or more resistant than the previous one, so be prepared! The other inherent advantage of going deeper into a Item World, is that you have achance of finding better items.
  51. Items discovered inside an Item world are personal­scale only, no matter what object you decided to go inside.
  52.  
  53. *Prism Ranger
  54. 25cp - Prism Power Kaleidoscopic Alignment!
  55. You gain a spiffy spandex suit and matching helmet, along with a prismatic power lasergun. This perk also allows you to faultlessly coordinate with allies who have matching outfits and weapons, but in differentcolors. (they need not be the spandex suit, but it’s a good start).
  56. You can recite dramatic declarations in perfect unison, and combine your laser blasts into a larger attack that can easily knock out a human, or a prinny.
  57.  
  58. 75cp - Mid-Season Powerup! (Requires Prism Power Kaleidoscopic Alignment!)
  59. It’s time to rake in the cash from marketing and product placement. This perk enhances your spandex armor and helmet with cheap add­ons and improvised props. The pay however has ensured you’ll be renewed next season.
  60. This perk improves your previous laser and combination attacks, to the point that you might be able todefeat a Mid­Boss, or maybe a Love Freak. Maybe.
  61.  
  62. 900cp - Ultimate Destructor Movie Budget! (Requires Mid-Season Powerup!)
  63. Your publicity team broke the budget for the movie, and somehow, you got a fully functional Tokusatsu­style super­combining robot. Granted your other co­star­rangers have all moved on to greener pastures right now, so you’ll have to pilot it alone for a bit.
  64. Regardless, this is a 40 meter tall super­robot (that look suspiciously like a man in costume). It comes with a handful of traditional weapons like rocket punches, chest guns and the like, as well as a super­prismatic combat move, able to destroy most large, otherwise mortal monsters, assuming it hits.
  65. You can deploy this robot once per week. Otherwise it stores itself in the nearest rainbow, and will always arrive in the knick of time due to shonen fighting magic and clever editing. Don’t ask questions or try to understand the physics.
  66. Whenever the robot contacts anything or strikes something, explosions happen on­impact, further enhancing damage to both the enemy and property.
  67. Once per deployment, the robot may perform its superweapon­supermove. This supermove can destroy any individual monster or antagonist that is best described as ‘Of the Week’. There are some pretty terrifying ‘Of the Weeks’ out there, so keep an eye out! Be careful about summoning this robot near other vehicles you own­ it may compulsively, pathologically decide to combine with it to some net­positive if awkwardly toyetic effect.
  68.  
  69. *Prinny
  70. 100cp - Honest Day’s Work (Free with Prinny!)
  71. You’re happiest after a long day of hard work, or at least, this perk means that’s one way to make you really happy. As long as you had a legitimately satisfying day of hard work, you feel emotionally stable and can easily evaluate your past experiences, and take a good look at your own personal thoughts.
  72. If you’re incarnated as a Prinny, you can spend a year working solely for someone else’s benefit, and realign your personality and psychology, coping with the sometimes rough in­jump histories. It also lets you soulsearch your own jumper experiences. This basically means you can gradually ‘work back’ to the’personality you started jumping with, or some mix of you ‘now’ and you ‘then’.
  73.  
  74. 300cp - Fly and go Boom, d00d!
  75. Prinnies can’t fly, but they can be thrown. This perk improves your ability to soar through the air, under your power or not, as well as surviving the landing. You’ll fly further, land safely, and you also enjoy an improved resistance to general explosions and fireballs.
  76. As a prinny, you will explode when deliberately thrown, but this cannot kill you. Your (stuffed cloth) body will invariably be stitched up at the nearest hospital or equivalent without question or comment, and you can be thrown again.
  77.  
  78. 600cp - Ultimate Combat Robot Pringer X! (Discount Prinny, Requires Incarnate Prinny)
  79. You are no mere Prinny­ you are the deadly, the beautiful and noble, the darkly mysterious Pringer X!
  80. You can only use this perk when properly incarnated as a Prinny­ shapeshifting doesn’t count. In any case, as Pringer X, you are a robot prinny with rocket fingertips, and a unique adaptive defense.
  81. Any attack that damage you in this form, will damage you a little bit less the next time a similar attack hits you. Getting shot by a machine gun rapidly becomes useless. This adaptive defense lasts for the duration of a single battle.
  82.  
  83. *Angel
  84. 100cp - Love Freak
  85. It’s easy for you to believe in friendship, love and the goodness in the hearts of just about everyone you meet. This is because you can, with focus, see into the hearts and souls of anyone, literally seeing the good in them, even if they hide it from themselves. You can even nurture these delicate sparks in the most cold hearted. Sometimes you let it get away from you, but for the most part, everyone finds your idealism and cheer thoroughly endearing. Hugs are confirmed to be 399.6% better when you are involved.
  86. More usefully, this aura of good vibes makes you and your friends feel better, and makes hostile demons, the unfriendly or otherwise anti­love inclined break out into disruptive sneezing fits and/or furiousitching sprees.
  87.  
  88. 200cp - Kiss it Better: First Class Technique!
  89. You’re an angel, or maybe you’re just that kind of person, but your kisses (and other benign shows of affection) really do make things better.
  90. This perk enhances your ability to heal and bolster other people. Either by a light touch or an increased facility with healing magic, science or other techniques, you’re just naturally better at making people feel better.
  91.  
  92. 400cp - Ninja Technique of Hug and Cuddles
  93. You’re good at getting close to people, closer than they might prefer, but that’s where you give the best hugs, and it’s only for their benefit. As long as you are acting in someone’s best interests, you have an increased capacity for stealth and misdirection when attempting to improve their situation. This applies even ifthey don’t know you’re working on their behalf.
  94. Used benignly, this perk grants you a perfect sense of how to surprise people. Whatever you think to do is well­thought out and considerate, well­received by the lucky subject, and appreciated. Even the touchiest of acquaintances, friends and allies find your surprises pleasant, and won’t lash out in response.
  95.  
  96. 600cp - Maximum Friendification Beam
  97. You believe in the power of friendship, and with that belief, you can power a friendship beam so intense, it could one­shot an Item General. You act as a lens for your own feelings of friendship toward your companions and allies, and can draw upon their affections for you and each other to power the beam.
  98. Summoning the beam takes around fifteen seconds of concentration however, so you should be prepared with bodyguards or some other kind of defense­ maybe your friends will help?
  99. If you manage to power this grand attack with True Love, there are few things that could truly stand up against it. Even the surliest, most recalcitrant demon will admit to the tiny embers of joy and sharing in their hearts, after being defeated by this beam.
  100.  
  101. *Demon
  102. toughness, physical, mischief and ‘evil’ tropes. Dark Assembly?
  103. 100cp - PRESENTATION!
  104. When the villain is on the scene, all eyes can’t help but be drawn to them. Being the bad guy is about comportment, flair, dramatics, and presentation. Your entrances are perfectly timed, you know how to stand in a room to get the perfect acoustics, and in general you can command the attention of anyone who’s currently perceiving you, in person or through television­ people will stop, and stare, and most importantly, remember. Backup soundtrack is optional, but always effective.
  105.  
  106. 200cp - Latin Choir
  107. Control the scene
  108.  
  109. 400cp - Tough as Hell (Discount Demon)
  110. You’re gritty, hard core, and you can rock a badass scarf or cape like nobody’s business. This perk grants you the traditional demon durability known to most people in the Netherworld. Ordinary swords shatter against the bare flesh of even the youngest demons, and they can weather a truly outrageous amount of fire from either guns or spells.
  111. They are not invulnerable to harm, but the Netherworld is a tough place, full of tough things, and nowyou’re tough too.
  112. As an added benefit, you are surprisingly good at putting on a tough, grouchy face and preventing people from realizing what a softy you really are. You can also makes scarves, capes, and the like billow dramatically in the wind at will­ even if there isn't any wind.
  113.  
  114. 600cp - Petition of Dark Assembly (Discount Demon)
  115. It’s totally balanced if you can control it, right?
  116. This perk grants access to the Dark Assembly, which is a rotating body of demon senators who all holdpublic office for three reasons: To get bribed, to beat up petitioners, and to pass hilarious and obnoxious lawson the rest of the Netherworld.
  117. You may access the Dark Assembly once a week from your Warehouse, and petition the senators to change some fussy aspect of reality. Their full power can be applied to items and properties you own, andlimited versions of their edicts can affect your local environment or opponents.
  118. The voting process is a basic aye/nay arrangement, and you have an opportunity to bribe each senator before a vote is cast. You might not have what a given politician wants though. If you can’t afford to bribe enough senators, you can also choose to attack and defeat all of them to pass a given bill. Be aware though that they’re level 70 to 7000, and plan accordingly! There is too much to list regarding what you can do with the Dark Assembly, but here are some
  119. examples:
  120. You may increase the strength of opponents who actively engage with you by 10% per bill passed, to a maximum of 100% stronger. Commensurately, dropped loot and practical experience rewards you would gain from defeating them are also increased. This strength boost immediately vanishes once they have been defeated or somehow turned to your side.
  121. You may vote to unlock access to adjacent planes of existence­ not other universes in the Jumpchain.
  122. If a particular jump has Heaven or Hell, the Dark Assembly could open the door for you, though the consequences for doing so are on your head! Attempting to pass such a bill will be as difficult as going to that realm the normal way, in a different venue.
  123.  
  124. *Time-Traveler/Space Hero!
  125. 100cp - Heroic Smile
  126. Your smile is twelve parsecs wide and shinier than a supernova. You’ll never need toothpaste or a dentist visit again. When you smile, your teeth go ping, audibly.
  127. As long as you smile heroically after making a statement or heroic declaration, people will believe that you believe it, and are willing to give you the benefit of the doubt regarding a course of action.
  128.  
  129. 200cp - Wrong Man in the Right Place
  130. you just might not be cut out for the hero gig, or maybe you’re all talk. When people are counting on you though, you’re golden.
  131. This perk prevents you from choking or faltering when confronted with a problem or crisis you can’t solve. It doesn’t give you a solution, but nothing will stop you from trying to find one, and the people around you will panic less as long as you keep a cool head under fire.
  132.  
  133. 200cp - Darkly Serious and Underappreciated
  134. You’re the competent one, and in some small way, you seem to suffer for it.
  135. This perk offers a noticeable, overall improvement in your skills when you are not the center of attention, and especially not when you’re grandstanding. You get the most boost to your skills when someone else is soaking up all the face­time. Hiding does not count­ there has to be a contrast between how much attention you’re being paid with other people you’re working for or with.
  136.  
  137. 400cp - Labcoat and Cybernetics
  138. You’re not just a hero, you’re a science hero. This perk grants you a sweet­as­all­hell lab coat that resists all damage from hazardous experiments, and a choose­your­own­backstory of cybernetic upgrades to replace parts of your body.
  139. In general, these cybernetics can be things like eye­lasers, a hidden machine gun in your arm, or a super­sturdy skeleton that lets you endure lots of damage and impact.
  140.  
  141. 600cp - Supermodel Supergenius
  142. You’re a brainy beauty or sagacious studmuffin, whatever you happen to be, you’re all kinds of hot and as many more kinds as brilliant. In fact, they’re now explicitly connected! With this perk, the smarter you are, the better you look, and the opposite also applies. There is a degree of diminishing returns, but you can expect your intellect and appeal to shoot out into Mars Orbit pretty quick.
  143. This perk gives an overall boost to your ability at theoretical sciences, applied science and engineering, as well as computers, robots and other disciplines.
  144.  
  145. 600cp - Bodacious!
  146. You’re hotter than hot­ the simple sight of you is enough to start to fry the brain of anyone looking, far beyond simple distraction.
  147. With this perk, your attractiveness can impose penalties on witnesses of your choice, with the same conditions as the ‘Your One Weakness’ drawback. Their ability to oppose you is reduced by your sheer bodacity. People who vehemently deny finding you attractive are debuffed even more dramatically.
  148.  
  149. [Companions]
  150. Standard Import
  151. Companion Import
  152.  
  153. [Items]
  154. Titles
  155. Tentacles (For Demon)
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