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Magi JumpChain v1.3

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Aug 29th, 2014
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  1. "So, you appear to be doing well for yourself. How would you like to take part in a legend? I'm sending you to a world of rulers and spirits. Here in this world, kings are chosen by individuals called Magi, 'magicians that shape the world.' These chosen kings, or 'King Candidates,' are lead to places of hardship and challenge called Dungeons, ruled over by djinn. The dungeons claim the lives of the unworthy, yet are also used to forge and shape those that succeed into rulers.
  2.  
  3. Once claimed, the Djinn will serve the capturer of the dungeon through a Metal Vessel. With mastery, the Dungeon Capturer can access powerful attacks and conjure a suit of armor corresponding with the Djinn, an 'Equip.' Furthermore, those that prove utmost loyalty to the Dungeon Capturer are rewarded by the Djinn, who births a small spirit to be housed in an object precious to the individual. That person becomes a Household Member, and the small spirit a Household Vessel. Most Dungeon Capturers have enough strength for one Djinn, with some getting strong enough for three to five. Sinbad, the current strongest, holds seven and was told to stop quite literally by all seven. Your limit is three, with an exception...
  4.  
  5. Magic is a term here that you'll find familiar, used to shape a raw energy source called 'Magoi.' Magoi is stemmed from the existence of Rukh, the souls of the dead that take the form of a glowing white butterfly. The Magi, those who choose Kings, are beloved by the Rukh, to the point of the white glow of fate turning black when a Magi falls. This Black Rukh is turned against it's white counterpart, to counteract against Fate.
  6.  
  7. Right. Hope that covers the majority of it. No, don't worry about the politics of a system like this, or how a King Candidate might go insane. None of that's a big deal, riiiiight?
  8.  
  9. +1000 CP
  10.  
  11. ORIGINS:
  12. Age: Roll 1d8 + 26, or 100 CP to decide between 27 and 34
  13. Gender: Stick with what you have, or roll 100 CP to change.
  14.  
  15. WANDERER(Drop-In): You awake in the general area of your starting location. (Free)
  16. SLAVE: You escaped from a slaver's caravan, battered and skeletal but still alive. (100)
  17. NOBLE: Born in luxury, the silver platter has never been far. You were born with tales of the Magi, and hope to one day become a King Candidate. (100)
  18. COMMONER: A farmer's child, you lived in a small village who answered to the nearest kingdom. Coming of age results in you leaving home to seek your fortune. (100)
  19. FANALIS: Red hair and red eyes mark you as one of the Fanalis Tribe. Though you are born with low Magoi levels, your tribe's herculean strength is capable of killing a lion with one kick. Acrobatic and powerful, many fear and yet admire your kind. You wander the world for one reason or another.(300)
  20. SORCERER: Born with a connection to the Rukh and a massive pool of Magoi, you can guide the Fates to create natural phenomenon and powerful spells. (300)
  21.  
  22. STARTING LOCALES (roll 1d8, or pay 100 to choose):
  23. REIM: On the Western Continent, the Reim Empire dedicates itself to building it's citizens strength in a world of magic-users and powerful armies. Protected by Scheherazade, one of the Magi, who believes that the common folk are the future.
  24. PARTHEVIA: A strong and influential empire from which Sinbad, the current ruler of Sindria, has hailed from. Currently suffering economic difficulties, and is on a rapid decline.
  25. KOU: Aggressive and powerful, an empire from the Far East that overwhelms other countries with sheer number of forces and Dungeon-Capturers. Seeks to unite the world under the current ruling clan, the Ren family.
  26. SINDRIA: Created by Sinbad, this country is part of - and the leader of - the Seven Seas Alliance. Don't invade, and don't be invaded. Kou's primary antagonist due to standing on equal footing, and thus seeks to undermine the aggressive empire.
  27. BALBADD: Home country of newest King Candidate, Alibaba Saluja. Once a kingdom, now a republic that has become affiliated with Kou to protect it's citizens. Major ocean-trading hub.
  28. QISHAN: A desert city that lies at the crossroads of many caravan routes. Here the main story of Magi starts, but your destination lies elsewhere, as Amon is closed off to you.
  29. MAGNOSTADT: The city of mages, and a place where great conflict will occur. Here, Sorcerers and Magicians are the citizens, while those without the ability to manipulate magoi are treated like animals and worse.
  30. FREE CHOICE: The Rukh lift you up into the space over the world, and will let you down where you choose.
  31.  
  32. GEAR:
  33. Each origin is given some gear that's appropriate for your choice.
  34.  
  35. WANDERER: You start out mostly with the gear you've accumulated before, and a small pouch of this world's currency.
  36. SLAVE: Slaves start out wearing rags and manacles that are connected to broken chains. Having recently escaped your slave master, you have a bag of stolen food and a few coins, a rusty dagger, and a lantern.
  37. NOBLE: You come from prestige, which is echoed in your flowing violet robes lined and inlaid with gold. You have hidden pouches full of royal gold, a well-made scimitar (that you may or may not know how to use), and noble-bred mount carrying food, bandages, and other supplies.
  38. COMMONER: You decided to leave your village to seek your fortune, and thus took the essentials. A donkey to carry your supplies, a tent, and a lumberjack's axe.
  39. FANALIS: A suit of light leather armor with metal studs, a rucksack of provisions, and a metallic cestus are what you carry.
  40. SORCERER: A light pair of robes, a magic carpet that can collapse into a turban, and a staff to channel your magics. As well, you come with a Borg: A magical shield that all magicians and sorcerers learn to use automatically.
  41.  
  42. BENEFITS:
  43. +SWORDSMANSHIP (100 CP. Free Noble.): Taught a royal art of sword-wielding, you can swing a blade with speed and elegance and know a variety of techniques.
  44. +SHREWD BUSINESSMAN (100 CP. Free Commoner.): You count money efficiently and quickly, and know how to haggle down prices.
  45. +ACCEPTED BY NATURE (100 CP. Free Wanderer): Foraging comes twice as easy to you, and animals will not be spooked away by your presence. Predators will not target you over other prey.
  46. +ASSASSIN (300 CP. Discounted Commoner and Fanalis.): Killer instinct, lightning speed, and acrobatic ability lend you the skills needed to navigate to/from any target.
  47. +GUIDED BY THE RUKH (300 CP. Discounted Slave.): The guiding lights of Fate lead you ever onward towards places of power.
  48. +BORN LEADER (300 CP. Discounted Noble.): You give off an air of authority, and no matter your attitude or social standing people listen to what you have to say and follow it to the letter.
  49. +MAGICAL APTITUTE (300 CP. Discounted Wanderer and Sorcerer.): Your ability to wield Magoi is stellar compared to even the Archmages of Magnostadt.
  50. +DEEP RESERVOIR (600 CP. Discounted Commoner and Sorcerer.): Your ability to wield Magoi is not touched, but your pool of it is exponentially increased.
  51. +SPIRITUAL CAPACITY (600 CP. Discounted Noble.): The number of Djinn you can carry is increased by two slots, up to five. Alternatively, Sorcerers can choose another school of magic alongside their first choice.
  52. +MAGOI MANIPULATION (600 CP. Discounted Slaves and Fanalis.): You gain the ability to manipulate Magoi within your own body, empowering weapons or disabling opponents with ease. Taking this allows learning Djinn Equip more easily,
  53. +DENYING FATE (600 CP. Discounted Wanderer.): You have begun to fall from the path of destiny, and the 'light.' This lets you use the Black Rukh and deny the cards dealt to you. WARNING: This takes a toll on your White Rukh. - Falling into darkness and depravity is easy, returning is nigh-almost impossible.
  54.  
  55. MAGIC & DJINN
  56. Below is a table of 8 elements, which are the primary magic 'schools' of Magi. Sorcerers / Sorceresses are linked to one upon birth / emergence of abilities. In addition, Djinn correspond with these elements as well.
  57.  
  58. Speaking of Djinn, I managed to speak with one before their Dungeon was raised. They've agreed to become your first Metal Vessel, if you or a partner is capable of making it through. Berith, Djinn of Oaths of Lies, awaits you at their dungeon. Beware though: Unless you can make it through the dungeon Berith, you will die. There is no exit to the Dungeons, no do-overs, nothing. If you do manage to capture Berith, you've got two more dungeons you can capture. Four if you took the Spiritual Capacity bonus.
  59.  
  60. Have fun!
  61.  
  62. Berith's Gender: Male / Female
  63.  
  64. Elemental School
  65. Warning: If choosing a school for Berith, know this modifies the dungeon's traps and challenges!
  66. Sorcerers / Sorceresses: If bought Spiritual Capacity, chose two schools of magic instead of just one.
  67.  
  68. WIND (Air control and minor weather manipulation)
  69. HEAT (Control over heat emanation and fire)
  70. LIFE (Healing, plant manipulation, and organism modification / creation)
  71. LIGHT (Light spectrum manipulation. Primarily used for illusions.)
  72. LIGHTNING (Electrical control)
  73. SOUND (Modification and manipulation of sound waves)
  74. STRENGTH (Control of kinetic force and spatial manipulation.)
  75. WATER (Aquatic control, including the solid and gaseous forms of water.)
  76.  
  77. Would-be Dungeon Capturers! Know that Berith is the only one you're allowed to customize! Every other djinn you find from there will be according to the rules of the world!
  78. COMPLICATIONS:
  79. Maximum of 2 complications.
  80.  
  81. Hunted (200): Depending on your origin, you are hunted by someone who wants you very much alive but not for the right reasons. Slaves are hunted by their old slavemaster. Nobles hunted for the potential ransom money. Commoners are hunted by tax collectors from their kingdom. Fanalis are hunted by slavers who seek a jackpot. Sorcerers hunted by members of Al Thamen, seeking to recruit them. Wanderers find themselves hunted by a sorcerer who seeks to investigate an 'anomaly.' Which seems to be you.
  82.  
  83. Clashing Personalities (200): Berith, and any other Djinn you claim, will require a bit more time to work with before you can unlock their more powerful abilities and Equip-sets. By a bit more time, I mean a lot.
  84.  
  85. Scooped up into Politics (200): You wind up becoming involved in the greater political conflict between the Seven-Seas Alliance and Kou, whether as a soldier or as an ally to one or both sides. Be careful, you'll be up against powerful individuals on both sides and will be used to your faction's full advantage.
  86.  
  87. THIEF! (200): You have the bad luck of running into the same group of thieves several times in a row, and will always need to reclaim something of yours. They tend to target precious, valuable objects of yours.
  88.  
  89. SO IT BEGINS...
  90. You start out in a dwelling that befits your Origin, in the city you chose to start in. This location is within a one-mile radius of the dungeon Berith, which is revealed to have only recently been risen by one of the three noted Magi, Yunan. Everything from eavesdropped conversations to wind gusts will seek to guide you to the dungeon, with the Rukh themselves revealing a path if you took Guided by the Rukh.
  91.  
  92. CLARIFICATIONS
  93. Sorcerers / Sorceresses cannot claim Djinn from Dungeons, or obtain Household Vessels. In this case, PMD Partner or human companions can become Dungeon Capturers.
  94.  
  95. If you claim a Dungeon, the Djinn can later create Household Spirits - lesser djinn within artifacts that are created when someone proves strong loyalty to you. These individuals become part of your Household, and can be human and otherwise. ALL companions and partners are capable of being granted Household Vessels, such as Zombies, Pokemon, and others.
  96.  
  97. Yes, you're limited to three Djinn while adventuring here. Five if you take Spiritual Capacity.
  98.  
  99. The Djinn are based off of the 72 demons of King Solomon's grimoire. They all share a few characteristics: Blue skin, gold jewelry. Lots of piercings. Lots of nipple-piercings.
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