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My WIP JumpChain CYOA

Jun 29th, 2015 (edited)
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  1. ==[WIP] Prince of Persia CYOA (JUMPCHAIN Compatible)==
  2.  
  3. ==LOCATION (1d8)==
  4. 1-2 Original Trilogy
  5. 3-4 Sands of Time Series
  6. 5-6 2008 Reboot
  7. 7-8 Free Choice
  8.  
  9. 1. Maharajah's Kingdom, India
  10. 2. Babylon, Persia
  11. 3. Azad, Persia
  12. 4. Solomon's Kingdom
  13. 5. Island of Time
  14. 6. Temple of Life, Persia
  15. 7. Alamut, Persia
  16. 8. Free Choice
  17.  
  18. ==ORIGIN==
  19. Drop-In [Free]
  20. You awake in this world, inside an abandoned house. Besides knowledge of the local language, you have no new memories. But your entry here might not have gone unnoticed ...
  21.  
  22. Royalty [100]
  23. Maybe you're the child of a rich merchant, or maybe you're one of the many sons of the Maharajah. Or maybe a noblewoman took pity as you were caught trying to steal her purse, and adopted you into her family. Either way, you had a rather good upbringing. From your tutors you learned a great deal of mathematics, astronomy, tactics and other arts. From the guards of your mansion, you learned the use of weapons, how to block and parry, to defend yourself. And from your escapades into the night, some experience with sneaking around, some sleight of hand, and maybe a scar or two.
  24.  
  25. Magician [100]
  26. How you came across the supernatural is anyone's guess. Maybe you were a scholar serching for power and immortality. Or, through luck or merit, managed to recieve the blessings of a Djinn. Or maybe the art has been passed down in your family line for generations. Regardless, you are attuned to the legends and myths of the land, and have some knowledge on the more mystical arts. Alchemy, curses and the use of magical tools is all within your grasp, and who know how much more you may achieve in time ...
  27.  
  28. Bound [400]
  29. Poor thing. Wretched thing. Your existence is not a pleasant one, an mayhaps not even a natural one. Whether created wholecloth from a spell, called forth from the ether, or an unfortunate victim of powers beyond, you're now an existence of both magic and earthly material. Through the magic, you gain otherworldly power, and through the earth, you gain physicality into the world.
  30.  
  31. ==PERKS==
  32. 100 (Discounted Wanderer) - Generic 'Find adventure and cool stuff'
  33. 200 (Discounted Wanderer) - 'Architect' perk, that lets you create and implement ALL THE TRAPS EVER seamlessly into what you build, and make moving megastructures like the Hanging Gardens.
  34. 400 (Discounted Wanderer) - Demigod heritage, Ahuran Magic, which is stronger, divine light-based magic.
  35.  
  36. 800 (Discounted Wanderer) - Transfer of Sin
  37. Based on Ahriman from the reboot. Let's you absorb curses, taint and corrupiton in general, storing it in your body. Allow for cleasing and purifying things, and later using those curses on attacks or to corrupt minions. Also gives incredibly enhanced willpower, mental resilience, and reduces mental effects of corruption on self.
  38.  
  39. 100 (Free Royalty) - 'Acrobatics', all the insane parkour you know and love. Also greatly enhanced spatial awareness and timing. Jumping off falling rubble, moving bladed traps, and dancing around three or four enemies at once is no more difficult than a strenuous run is for a normal person.
  40. 200 (Discount Royalty) - 'Weapon skills', enhanced learning speed in regards to fighting and battle. Combined with the previous perk, allows for aerial and stealth executions.
  41. 400 (Discount Royalty) - DETERMINATION, incredibly enhanced willpower. Capable of powering through years of nightmares while constantly being chased by otherworldly beings, repeteadly losing people you love and failing at your goals, and staving off possession through sheer will.
  42. 800 (Discount Royalty) Fountain of Life
  43. Ability to heal by drinking/absorbing water, rather powerful ('go from the brink of death to full health with a mouthful' powerful). Works so long as its mostly H2O, so even seawater/sewerwater/most poisons can drunk with no ill effects (although with reduced healing). The purer the water the better. Actually blessed water greatly enhances stats.
  44. Maybe enhanced durability while at least knee-deep in water, and it doesn't reduces mobility as long as you're not completely submerged?
  45.  
  46. 100 (Discount Sorcerer) - Instant knowledge of the myths, cosmology and more esoteric theories of the world. Nothing truly obscure, as a rule, the more people know about it, the greater your knowledge in it.
  47. 200 (Free Sorcerer) - MAGIC ... I'm ... not really sure what it does. Still researching feats.
  48.  
  49. 800 (Discount Sorcerer) - Widsom of Solomon
  50. Greatly enhanced charisma and diplomacy skills. Knowledge on how to summon, make deals with, and seal powerful spirits, like djinns (updates itself every jump, works on nearly any "spiritual entity" post-jump).
  51. Maybe the ability to, with a lot of study, fuse spirits and physical beings to make hybrids? Something else? (This feels weaker than the other capstones, gotta buff it)
  52.  
  53. --- (Bound Only) - Vessel
  54. 'Monstrous physiology', 'build your monster form' table, multiple elements, HUEG, STRONK, flash step, minor time powers. Go wild. Probably will have a mandatory Sand element and water weakness for the jump, with the option of paying it away.
  55. 000 [Mandatory Bound]
  56.  
  57. 800 (Discount Bound) - Warden of Time
  58. Dahaka-lite. Moderate Shapeshifting, nigh-immunity to time manipulation, scary eldritch shadow thingy form aura. Can use entropy to rapidly age things, touch-range, extremely effective against time-displaced people and objects.
  59.  
  60. 400 - Anti-Paradox perk, makes your actions on the timeline immutable, so things retroactively changing your past won't work unless its you doing it.
  61.  
  62. ==GEAR==
  63. Water Pouch (50)
  64. Medallion of Time (300)(Discount Drop-In) [Same as in game?]
  65. Dagger of Time (300)(Discount Royalty) [Same as in game?]
  66. Staff of Time (300)(Discount Magician)[Lets you create/control most monsters]
  67. Hourglass of Time (300)(Discount Bound) [Lets you regenerate sand much faster in and post-jump]
  68. Flying Carpet (100)
  69. Heirloon Weapon (200) Very strong weapon, nearly unbreakable. i.e. Enlightened Warrior/Scorpion sword/
  70. Water Weapon (600)
  71. [Really strong, one-shots most sand creatures, bonus damage against monsters in general. It also can shapeshift. Can import]
  72. Sand Wraith Mask (600)
  73.  
  74. ==DRAWBACKS==
  75. Movie (+0)[You're in the movie. It sucks]
  76. Clothing Damage (+100)[Any clothing from the waist up will, somehow, be lost/damaged beyond repair. Ladies keep enough to be barely aceptable]
  77. Mirror Enemy (+100)[Sets traps, sabotage. Confronts you at the end of the Jump]
  78. ~Inner Enemy (+100)[Possesion. Cant outright kill you, but will hinder/leave you at dangerous situations]
  79. Scalded (+200)(N/A Bound) [Water feels like acid/damages you]
  80. Castaway (+200)[You start the Jump stranded at the Island of time]
  81. Rewind (+300)[Time randomly resets to a previous point, everyone keeps their memories]
  82.  
  83. Etaf Ruoy Egnahc Tonnac Uoy (006+)
  84. Hgin si emit rouy dna
  85. Semoc kahaD eht
  86. Riapsed dna ,yllof rouy dloheb
  87. Detsixe reven ev'uoy fi sa eb llahs lla dna .Enodnu eb lliw ouy dna
  88. Dnah ym yats llahs emit ron ecnatsid ron dnas ron retaw rehtien dna ,emoc evah I rof
  89. Htaed rouy ot emoc .Em ot emoc won
  90. Emit fo htaed eht ma I rof ,dnas dna tsud emoceb srednow dna skrow rouy ssentiw dna .Erad uoy fi ,thgif
  91. Thgis ym fo tuo ,nehw on ,erehwon si ereht rof .Hsiw uoy fi ,edih
  92. Hcaer ym fo tuo ,imet on ,ecalp on si ereht rof .Tnaw uoy fi ,nur
  93. Tsal ruoy eb llahs ti
  94. Ton terf tub .Latrom ,ekatsim ruoy si taht
  95. Enodnu ti ess dna ,eruliaf ruoy ,nis ruoy ,emahs rouy morf yawa nrut dluoc uoy tath? Secneuqesnoc evoba flesruoy eveileb uoy did? Hcterw tnagorra ,hsiloof
  96.  
  97. /Foolish, arrogant wretch. Did you believe yourself above consequences? That you could turn away from your shame, your sin, your failure, and see it undone?
  98. That is your mistake, mortal. But fret not.
  99. It shall be your last.
  100. Run, if you want. For there is no place, no time, out of my reach.
  101. Hide, if you wish. For there is nowhere, no when, out of my sight.
  102. Fight, if you dare. And witness your works and wonders become dust and sand, for I am the death of time.
  103. Now come to me. Come to your death.
  104. For I have come, and neither water nor sand nor distance nor time shall stay my hand.
  105. And you will be undone. And all shall be as if you've never existed.
  106. Behold your folly, and despair.
  107. The Dahak comes
  108. And your time is nigh/
  109.  
  110. "...As many warriors as the grains of the desert sand..." (+600)
  111. Your entry into this realm was not as quiet, as subtle, as you might believe. A change rippled through the world, and something has resonated with it. With resonance, a fracture. And with it, a shattering.
  112. The Seal of Solomon is broken, and Ratash, greatest of the Ifrit, walks the lands once more. And with him, his Army, the Sand Army of Solomon. Their numbers endless, for every grain of sand, every speck of dust their cursed magic touches, becomes yet another of them. With them, Ratash has slain any who stand in his way, Djinn and human alike. And he'll continue to do so, until all belongs to him.
  113.  
  114. [GO HOME]
  115. [STAY HERE]
  116. [MOVE ON]
  117.  
  118. NOTES
  119. [Really shit outline/idea of how the Relics might work. Maybe. Fuck, time travel is hard to balance]
  120. Each of the Relics (Dagger, Medallion, Scepter and Hourglass) gather a certain amount of 'Sand Charges' per day (thinking maybe three for now, with the Houglass getting double). The Dagger, Medallion and Scepter have a limit on how many charges they can hold (around 360, so 30 minutes). The Hourglass doesn't have a limit, but it doesn't have any power by itself either.
  121. Each charge allows for 5 seconds of time manipulation.
  122.  
  123. With the exception of the Hourglass, each Relic, while capable of general time manipulation, has specific areas where its best at, being even more efficient and even saving a second or two of usage.
  124.  
  125. The Dagger is geared towards combat/offensive time manipula- let's shorten it to TM. Offensive TM (slowing opponents, freezing parts of their bodies). It can also, when killing an enemy, steal a bit of their remaining time to use (only a second or two worth, maybe quite literally their dying breath); these can't be stored and disappear as soon as combat is over, but can allow for increasingly powerful and rapid combos in-combat.
  126.  
  127. The Medallion is geared towards TM on self and for defense (hastening, combat precog, timelocking your armor to make it nigh-unbreakable).
  128.  
  129. The Scepter focus on manipulation the raw Sands, for a more esoteric effects (Precog and postcog, scrying, illusions) and for using the Sands as focci for time-related magics. (the Vizier could teleport, create clones and illusions with it. what else?)
  130.  
  131. The Hourglass works differently: It doesn't really does anything by itself. It does however produce Sands much faster (x10) than the other tools, and can store much more of them. A good comparision is, basically, that the Hourglass is the Central Battery for the relics' Lantern Rings.
  132.  
  133. >Gaunlet
  134. Yeah. Don't I know it. But let's not lose heart.
  135. Good ideas abound but let's see if we can give it some direction.
  136. Magic has many sources in Prince of Persia; the Waters of Life, the Ahura tribal magic, Djinn, and the Sands of Time
  137. We might wanna look into that, but I'd like to focus on Waters of Life, the Ahura tribal magic, and the Sands of Time, since that was the focus of the major trilogy, which is most recognized.
  138. Maybe have Drop-In Perk-line become like the Ahura tribe in some way, cause they're out of context to the original series and cause they're powers are teleportation and purification/corruption. As it is it looks like building building and a resistance perk, and then suddenly Ahriman at the tail end. We could theme it or make it more about the meta, but as is this is a little all over the place.
  139. Royalty is supposed to be the Prince right? Looks solid maybe a little more Waters of Life and Determinator ref but that's just me because serioiusly without the Water I'd be dead in the games and the Prince is so bullheaded he beat the Dehaka, which is inasne.
  140. Sorcerer look's solid. Capstone is cool as a nod to the Vizier and you could add demons, sand monster, and spirits to summoning. The ability to create Two Thrones Prince would be bad ass when you think about it.
  141. Bound is going to be rough, but like you set it up it builds towards being Dehaka-lite which would be amazing.
  142. Items next Post.
  143.  
  144. Water Pouch: Endless?
  145. Medallion of Time: Protects from Time Powers and makes you unable to be Paradox-ed out of the universe, Stores a bit of the Sands of Time, & Senses the Sands of Time. These are all the canon powers of the Medallion.
  146. Dagger of Time: The Power of Delay, The Power of Revival, The Power of Restraint, The Power of Haste, and The Power of Destiny. Revival is gone from this Purchased item, but allows the use of the others.
  147. Staff of Time: The Staff in canon can create storms of sand, duplicates of someone (Multiple timelines?) and like the Medallion it protects from Times Powers and Paradox.
  148. Hourglass of the Sands of Time: From what I can understand you're talking about a little Hourglass instead of the big one in the Warrior Within. Speeding up regeration of Sands so that you can do more with Time Powers seems legit, but you could have set up a big one that store excess charges in the Warehouse maybe.
  149. Flying Carpet: Needs more Disney ref. /Joke.
  150. Heirloom Weapon: I dunno about this one. Make it cheaper if it's a normal weapon. Maybe make it Sword of the Enlightened Warrior-lite. Maybe an Import option?
  151. Water Weapon: A little cheaper, or maybe a discount for drop-ins. Import is cool. Hits like a truck, cool. General boost verse Monsters, neat. Shapeshifting weapon, hm didn't see that in canon but it does go well with the Water theme.
  152.  
  153. Just trying to give you quick review so we can work it out.
  154. Drawbacks coming up!
  155.  
  156. On a final note, you may want to name the Dehaka-lite option Spitiyura. Dehaka is based on a character from Iranian mythology known as Aži Dahāka who had a brother name Spitiyura.
  157. Neat Fact: The Dehaka speaks backwards and can be understood when turning time back.
  158.  
  159. =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
  160. Grand Chase
  161.  
  162. Race
  163. Human
  164. Elf
  165. Haros
  166. Asmodian
  167. Highlander
  168. Celestial
  169.  
  170. Classes
  171. Knight (Sword)
  172. -Spearman (Spear)
  173. --Swordmaster (Claymore)
  174. ---Savior (Twin Sords)
  175.  
  176. Archer (Bow)
  177. -Crossbowman (Dual x-bow)
  178. --Arch Ranger (Greatbow/Balista)
  179. ---Nova (Composite bow)
  180.  
  181. Magician (Staff)
  182. -Alchemist (Pot)
  183. --Warlock (Lamp)
  184. ---Battle Mage (War Staff)
  185.  
  186. Thief (Daggers/chain)
  187. -Assassin (Scimitar)
  188. --Dark Assassin (Claws)
  189. ---Striker (Nodachi)
  190.  
  191. Druid
  192. -Sentinel
  193. --Viken
  194. ---Vanquisher
  195.  
  196. Spell Knight
  197. -Dragon Knight
  198. --Aegis Knight
  199. ---Abyss Knight
  200.  
  201. Dancer
  202. -Muse
  203. --Siren
  204. ---Starlet
  205.  
  206. Fighter
  207. -Shisa
  208. --Asura
  209. ---Rama
  210.  
  211. Gladiator
  212. -Warlord
  213. --Duelist
  214. ---Prime Knight
  215.  
  216. Rune Caster
  217. -Gunslinger
  218. --Polaris
  219. ---Geas
  220.  
  221. Stygian
  222. -Drakar
  223. --Leviathan
  224. ---Dusk Bringer
  225.  
  226. Wanderer
  227. -Seeker
  228. --Vanisher
  229. ---Advancer
  230.  
  231. Summoner
  232. -Harbinger
  233. --Evoker
  234. ---Dark Matriarch
  235.  
  236. Bounty Hunter
  237. -Soul Stalker
  238. --Executioner
  239. ---Arbiter
  240.  
  241. Phoenix
  242. -Awakened
  243. --Chaotic
  244. ---Chosen
  245.  
  246. Disciple
  247. -Ryujin
  248.  
  249. Holy Knight
  250. -Saint
  251.  
  252. Captain
  253. -Major
  254.  
  255. Magi
  256.  
  257. Bloodless
  258.  
  259. Perks (? Maybe make then associated with the class progression?)
  260. 000/200 MP/AP System
  261.  
  262. Items
  263. 300 Demon Buttler
  264. 800 Klara Libri Copy
  265. 800 Demon Sword
  266.  
  267. Drawbacks
  268. 300 Amnesia drawback
  269. 300 Noob-depowerment/plotbound drawback
  270. 300 Champion Mode drawback
  271. 600 'A God He Is' (Ashtaroth vs drawback
  272. 1000 'Judgement Day' (Harkion solo raid drawback)
  273. "To all who are living in Aernas, listen well…
  274. Try and stop me with everything that you have…
  275. Decide by your own power whether to live or die!"
  276.  
  277. =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
  278. Hot Wheels: Battle Force Five
  279. =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
  280. Generic Disaster Movie
  281. =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
  282. Pokémon Adventures
  283. =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
  284. Exalted - The Nocturnals
  285.  
  286. Castes:
  287. - Nova [Free] Vanguards, Troubadours, the Ivory Trumpets
  288. (Attributes demonstrate the sheer force of their personality and vision: Strength, Charisma, and Perception.)
  289. - Comet [Free] Armigers, Gladiators, the Azure Drums
  290. (Attributes allow the Exalt to strike swift and true to deliver the fatal blow: Strength, Dexterity, and Wits)
  291. - Aurora [Free] Ambassadors, Concubines, the Viridian Flutes
  292. (Attributes epitomize grace and alluring beauty: Dexterity, Charisma, and Appearance)
  293. - Empyrean [Free] Barristers, Jesters, the Ebony Bells
  294. (Attributes represent the Exaltʼs unflagging will and the sharpness of his tongue: Stamina, Manipulation, and Wits)
  295. - Nebula [Free] Sophists, Charlatans, the Crimson Lyres
  296. (Attributes manifest the Exaltʼs supremely calculated cunning: Manipulation, Perception, Intelligence])
  297.  
  298. Perks:
  299. - Immutable Transmigrate Pattern [Free/200] Prevents personality alteration side effects of Renewal
  300. - Herald of the Primal Night [800? discount Darkest/Liberation]
  301. - Could-Been-King's Glory [600, Nova discount]
  302. - Diamond and Thunderbolt Mantra [600, Comet discount]
  303. - Ephemeral Kalpa Observation [600, Nebula discount]
  304. -
  305.  
  306.  
  307. Items:
  308. - Adamant Supply [50+]
  309. - Crown of the Calibration King [8000?]
  310.  
  311. Companions:
  312. - Circle [50+]
  313. - Me, Myself, and I [100] Alter-Ego pseudo-companion
  314. - Sideral Mate [300]
  315.  
  316. Drawbacks:
  317. - The Darkest Night [+400] Start during the Betrayal, events will ensure you will be present during the Maiden's massacre
  318. -- The Liberation of the Night [+400] Cant' move on until freeing or avenging Nox
  319.  
  320. =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=
  321. eraMegaten
  322.  
  323. Origin:
  324. Perks:
  325. - Better the Devil You Know [400]:
  326. The world's going to hell in a handbasket. Literally, if some get their way. Thus, in the face of the Apocalypse, when every hand on deck can make a difference, people are willing to push many boundaries they wouldn't otherswise.
  327. From now on, you'll find people's moralities being much more flexible, so to say. Even if you were to outright introduce yourself as a something as horrible as a rapist and slave trafficker, so long as you also present yourself as both useful and willing to help with more immediate concerns, they'll go along with it. The cynical will shrug and file you as yet another necessary evil, the heroic will grit their teeth but agree to leave the issue for 'later', the naive either chalk it a joke or some attempt at repentance. And so long as you maintain such reliability, they'll grow more and more accomodating, getting used to your 'quirks', of coming to excuse for why you aren't so bad, truly, to eventualy outright turning a blind eye to openly evil deeds, so long as it doesn't negatively affect their own. There's always something worse out there, after all, and hey, at least you're on their side.
  328.  
  329. - Myth in the Making [400]:
  330. This is a world where might makes right, but to simply /be/ strong is not enough - for if one's strength can be easily ignored, are they truly mighty? To have but a word - a name - still rooms and hearts, have it whispered in the dark for fear of bringing attention, hear it screamed from a thousand mouths in cheer, in despair, in /worship/, that's where a true measure of power is found.
  331. Your reputation is - or rather, will be - a that of legend. Almost a living thing, that goes as it's needed, as per your desire. Those in need of a hero will hear of your greatest deeds, of the evils you've brought low and injustices corrected. Those who mean you harm will only know of a terror too great for them to face, or will hear nothing and be left stumbling with ignorance.
  332.  
  333. Items:
  334. Companions:
  335. Drawbacks:
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