Advertisement
theian

Borderlands jump chain 1.1

Aug 29th, 2014
394
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 23.20 KB | None | 0 0
  1. Borderlands Jump Chain:
  2. Well, it looks like you've jumped into the world of Pandora, not much here except for guns, crazy bandits and other things to shoot. you'd get busy gearing up. Keep in mind that developers have gone record saying that New-U stations are simply a game mechanic and not canon so this isn't going to be a cakewalk!
  3.  
  4. a big thank you to Marvel anon for proofreading.
  5.  
  6. You now have another 1000 choice points .
  7. So let's get things started
  8.  
  9. Your age is 17+1d8, and your gender is whatever you entered this world with. You may pay 100 CP for total control of both your age and your gender.
  10.  
  11.  
  12. Now, let's determine your starting location. You may roll 1d8 for no cost or choose for 100 CP.
  13. 1.Fyrestone Bus Depot-BL1
  14. Little more than some scrap and a few Quonset huts, Fyrestone is a small, nearly abandoned settlement plagued by bandits. However, with a little work, it can quickly become a good starting place and there are plenty of easy quests and places to scavenge from around here.
  15. 2.T-Bone Junction-BL1
  16. A bit more urban, T-bone junction is usually a semi active stop along the drained ocean highway. However, you are surrounded by a blockade of Crimson Lance mercenaries and this is Pandora, so if you don't take action resources will run out in two years, forcing a confrontation
  17. 3.Jakob's Cove-BL1
  18. You are most certainly going to be under constant assault by zombies, better get those Auto-Cannons online. Once secured you may able to open up one of the houses and find somewhere reasonably comfortable, and the vending machines will provide for the rest of your needs, but only if you don’t mind having to hunt down zombies for cash.
  19. 4. Tartarus Station-bl1
  20. This is actually a relatively stable and pleasant place, until a week from now when the bandit trains start coming.
  21. 5.Sanctuary-bl2
  22. Post-takeoff sanctuary, the safest, most livable, most stable place on Pandora, you really lucked out.
  23. 6.Claptrap's Place-bl2
  24. You awake in the terrible frost of the charnel pit Handsome Jack drops his enemies in after the train explosion, where you are greeted by a CL4P-TP General Purpose Robot. Essentially, you start at the start of Borderlands 2
  25. 7.Oasis-bl:tps
  26. Oasis is in its heyday, look forward to five years of fun and frolic in the pseudo-surf Paradise of Pandora. That is, before the water stops.
  27. 8.You lucked out, go ahead and pick any of the above.
  28.  
  29.  
  30. Backgrounds.
  31. Drop in: Free: You find yourself in your starting location with whatever knowledge of this world had when you came here, but no more.
  32.  
  33. Bandit Lord:200 CP
  34. You are the leader of a modestly sized clan of bandits who both respect and fear you, but don't expect to be welcomed in civilized places and if any authorities such as the Crimson Lance or Hyperion show up in your area expect to have a very difficult struggle. Bonuses are one midrange quality weapon grenade mod or shield with a unique ability, such as a grenade mod that that converts your simple grenades into a powerful bolt of lightning , as well as generating new ones, a pistol that shoots fiery bullets that never fail to ignite your enemies or a energy shield that drops cash when hit, up to thirty followers (Not counting Midgets strapped to nomad's shields) who are significantly weaker than you, a modest territory capable of feeding and housing these people, a full basic storage deck, and two weeks stockpiled supplies. Note: Your new minions count as items for the purposes of the Warehouse, however, these are thinking people who will need food, shelter, and entertainment in order for them to stick with you. Additionally it is not uncommon for Bandits to seek promotion by murdering their immediate superior, you must maintain fear and discipline at all times, these people do not have normal minds and are therefore unaffected by any kind of mind related abilities you may have gain.
  35.  
  36. Vault Hunter: 400 cp
  37. You know about Pandora, you know only the baddest of the bad and hardest of the hard can survive on this forsaken rock, but it has treasure beyond anyone's wildest dreams, if you can find the Vault. You start with a half loaded basic storage deck without any grenades, an ECHO device, and a special skill; whenever you would otherwise be dead due to non-environmental damage instead your vision becomes dark and blurry and you cannot perform more complex than pulling a trigger and crawling as you slowly bleed out. However, if you can defeat an enemy in this state you gain 25% of your health back and return to normal.
  38.  
  39. Crimson Lance Merc:400cp
  40. You are one of the elite mercenaries of the Atlas Corporation, a Crimson Lance mercenary. As such, you start with your choice of
  41. 1. Firearm, heavy armor, and an indestructible defender shield that covers 90% of one side of your body, a midrange energy shield, and a storage deck full of one type of ammo and grenades
  42. 2. Medium body armor with integrated rocket pack, assault rifle or rocket launcher, full storage deck of appropriate ammo and grenades, midrange energy shield.
  43. 3. Light body armor, repeater pistol, storage deck filled with pistol ammo and grenades, and an Aid-Station Scorpio turret capable of healing any kind of damage to friendlies in a one-yard range when active. It will remain active for about five minutes with a 1/2 minute cooldown between uses. Additionally, as with all Scorpio turrets it provides light cover.
  44. OR
  45. 4. Your choice of assault rifle, submachine gun, or shotgun, an Assault Scorpio turret, medium body armor, energy shield, a storage deck filled with the appropriate ammo for your chosen weapon, and grenades.
  46. Crimson Lance positions are hereditary and you have literally spend your entire life training and studying for your position, you know the ins and outs and the ups and downs of your job and gain the knowledge required to perform it to the best of your ability. Additionally, if you take the Summoning Action Skill, along with one of the Scorpio turret options you gain the skills but not the materials necessary to craft and customize your own Scorpio turrets and other Atlas robots and munitions.
  47.  
  48. Entrepreneur:400 CP
  49. You've gained a stranglehold on one of Pandora's many branches of commerce. This allows you a great deal of money and resources along with all the joy and trouble that they bring. You start with $9,999,999 in any combination of fungible goods, land deeds, equipment for your business, and cash, a base in a civilized area to operate from along with several efficiently staffed or automated franchises, and little to no competition in your current arena, so long as you're not in the fields of medicine, entertainment, transportation, or munitions. Additionally, your creativity, financial sense, courage and willpower are enhanced to double what they were, allowing you the gumption to go after better and more lucrative opportunities. You also gain the skills necessary to build, salvage and repair whatever technology is involved with your business, though you'll still need parts.
  50.  
  51.  
  52. Skills, Abilities, and Powers.
  53. Bandit Gunsmith:100 CP: One Free for Drop-In, Not Available for Vault Hunter.
  54. You have amazing technical insight and when shown to a pile of broken weapons or energy shields you can reassemble about a quarter of them into decently functioning condition. Don't expect to win any awards for craftsmanship or for them to be their original quality. However, if taken twice you can assemble these items into an equal amount of Bandit manufactured weapons of poor quality, if taken three times you can assemble the scrap into one fourth that amount into high-quality Bandit items, and if taken four times and you can turn this technological waste into your choice of twice that number of low-quality items, the same amount of regular quality items, or one high-quality item, perhaps even a legendary item if you have enough parts to work with.
  55. Yes, this does convey a general understanding of the principles behind energy shields, digistruct technology, and e-tech guns at level three. Given enough time and resources you can reverse engineer and replicate these technologies with the proper materials in your warehouse workshop.
  56.  
  57. Boom, Baby, Boom:100 CP
  58. You love explosions. You have a special talent in creating explosives appropriate to whatever tech level your current world is and never have to worry about hearing loss from the loud sounds or making a mistake and having it go off during the process of construction. Additionally whenever you intend to set off an explosive device you've created you gain an uncanny awareness of its blast radius and the location of the minimum safe distance. This does not however, provide any other special protection from explosions and you will still be damaged in ways other than hearing by any blasts you happen to be in.
  59.  
  60. Pandora's Boxes:100 CP: free for Drop-In and Vault Hunter.
  61. Nearly everywhere you look, mailboxes, trash heaps, toilets, washing machines, snowmen, lockboxes, strong boxes, chests, etc. have goodies like health kits, ammunition, reasonable amounts of money or even new weapons that people strangely don't mind you just running around helping yourself to. Yes, in successive jumps you will continue to find such indifference to you wandering around stealing everything as well as continuing to find a ubiquitous amount of places to steal from.
  62.  
  63.  
  64. Rip Up The Floorboards:200 CP:Discount Entrepreneur, requires Pandora's Boxes. Not Available for Vault Hunter.
  65. Sure, anyone can take stuff that isn't nailed down, but only you can take stuff that's installed into the wall. You have much less difficulty removing integrated systems from machines and buildings and reinstalling them elsewhere. However, people will certainly mind this and seek to stop you.
  66.  
  67. Skill tree: 200 CP: 3 Free for Vault Hunter
  68. You gain access to a Skill Tree. Skill Trees provide a plethora of new abilities in some vaguely defined categories. However, these abilities come only with experience, they require mastery of previous abilities to gain more powerful abilities in the same category, and only grow up to a certain point. Categories of abilities include:
  69. a. Enhanced long-range combat
  70. b. Enhanced midrange combat
  71. c. Enhanced close range combat
  72. d. Enhanced fortitude and regeneration
  73. E. Healing others and regeneration
  74. f. Buffing allies and regeneration
  75. h. Enhancing existing abilities and action skills
  76. I. Enhancing strength and action skills.
  77. j. Enhancing skill and abilities with a certain type of damage and/or a certain kind of weapon.
  78.  
  79. Additionally, in your travels across Pandora you may find or purchase class mods which grant further bonuses to individual skills as well as minor enhancements to abilities.
  80.  
  81. You Are One Bad Ass, Bad Ass!:400 CP discounted twice for Bandit Lord, Not Available for Vault Hunter.
  82. You are a total bad ass, you are so huge and muscular that you can just ignore pain and keep firing when you have wounds that would kill lesser people. Your size and strength are also increased by such a degree that a normal man would be now able to shrug off small arms fire and wrestle a skag barehanded, You may choose to gain this ability without any change in your physical form. If you have any armor its strength and durability increases by a similar amount, although it will become noticeably thicker and heavier.
  83.  
  84.  
  85. Legendary Luck 500 CP: Not Available for Vault Hunters
  86. You have tremendous luck when you're out scavenging and hunting for rare items. Unique and powerful things just seem to show up almost anywhere you look, so you'll never have to spend so much time risking your life to farm for valuables, although you will still have to go out and slay the sorts of beasts and bandits that possess these goodies. This does transfer to other jumps. You
  87.  
  88. Ain't No Rest For The Wicked:600 CP
  89. You no longer require sleep or rest. Your stamina is effectively infinite and if at any time you would be subject to a stamina weakening or draining effect you are instead slowed rather than stopped, this does not cover special abilities based off of stamina however and going beyond what would empty your previous stamina with those kind of abilities will leave you sluggish and him him him weakened for the amount of time you would normally need to sleep.
  90.  
  91. Action Skill: 500 CP: One Free for Vault Hunter.
  92. You gain one of the following:
  93. 1. The ability to summon up to two of some form of attack animal or assault machine, such as a trained Trash Feeder, Skag, Assault Surveyor, turret or home-built fighting robot. The creature or robot can be no more powerful than one third of your current state and any size equal to or smaller than you are presently. You of course know advanced care of this animal or in the case of a machine how to repair, maintain and construct it.
  94. If you are a member of the Crimson Lance and you already have a turret you can choose between getting a second one and having a substantial upgrade to the first one.
  95. 2. The ability to go berserk. Your berserk state lasts for about sixty seconds. Afterwards, there is a sixty-second cooldown. You may choose three of the following options for the effect of berserk,
  96. a. Gaining half of your health back immediately
  97. b. Continuously regenerating health for the duration of your berserk
  98. c. Continuously regenerating ammo for the duration of your berserk
  99. d. Massively increased physical strength and melee weapon damage for the duration of your berserk
  100. e. Immediately returning to full health whenever you kill an enemy for the duration of your berserk.
  101. 3. The ability to create a holographic decoy of yourself while simultaneously cloaking. No matter what sort of senses, perceptive abilities, mind reading abilities or even common sense your enemies have, they will always attack the dummy instead of you, allowing quick escapes and time to line up your next shot. Both the cloaking and the decoy only last six seconds and this ability can only be activated once every twenty-one seconds. Additionally, you gain knowledge of constructing and repairing such devices should your original be destroyed.
  102. 4. The ability to enter a gunman's trance that allows for perfect aim and awareness of an enemy's weak points for fifteen seconds, automatically targeting the weakest available spot of an enemy with your firearm. You need only think about which enemy you want to harm and what order, then pull the trigger. You may only under the state every twenty-two seconds.
  103.  
  104. Gear and Supplies
  105. Storage Deck 100 CP
  106. You gain a basic storage deck, basic storage decks can hold no more than twelve items of up to 5 1/2 feet long by two a half feet around, as well as two active weapons and some ammunition. Plus, if you have a robotic summon from the Action Skill option you may choose to have your robot/s or turret stored in here as well. Each additional purchase allows you all of the next tier of upgrades. Consult the following tables for upgraded storage decks.
  107.  
  108.  
  109. Quality
  110. Basic
  111. 1
  112. 2
  113. 3
  114. 4
  115. 5
  116. 6
  117.  
  118.  
  119.  
  120.  
  121.  
  122.  
  123.  
  124.  
  125.  
  126. Combat Rifle
  127. 280
  128. 420
  129. 560
  130. 700
  131. 840
  132. 980
  133. 1120
  134. Grenade
  135. 3
  136. 4
  137. 5
  138. 6
  139. 7
  140. 8
  141. 9
  142. Launcher
  143. 24
  144. 32
  145. 40
  146. 48
  147. 56
  148. 64
  149. 72
  150. Repeater Pistol
  151. 200
  152. 300
  153. 400
  154. 500
  155. 600
  156. 700
  157. 800
  158. Revolver
  159. 60
  160. 80
  161. 100
  162. 120
  163. 140
  164. 160
  165. 180
  166. Shotgun
  167. 80
  168. 100
  169. 120
  170. 140
  171. 160
  172. 180
  173. 200
  174. SMG
  175. 360
  176. 540
  177. 720
  178. 900
  179. 1080
  180. 1260
  181. 1440
  182. Sniper
  183. 48
  184. 60
  185. 72
  186. 84
  187. 96
  188. 108
  189. 120
  190. Backpack Slots
  191. Basic
  192. 0
  193. 12
  194.  
  195. First
  196. 10
  197. 30
  198. 42
  199. Second
  200. 5
  201. 15
  202. 57
  203. 3rd
  204. 4th
  205. 1
  206. 1
  207. 3
  208. 3
  209. 60
  210. 63
  211. 5th
  212. 6th
  213. 1
  214. 3
  215. 66
  216. 7th
  217. 8th
  218. 1
  219. 1
  220. 3
  221. 3
  222. 69
  223. 72
  224.  
  225.  
  226. Premier Club Pack:100 CP, Free for Drop-In
  227. You gain the following equipment
  228. 1.A relic that increases the likelihood you will find something good instead of something crappy by 5%
  229. 2.A set of well-made firearms clearly intended for beginners, including a SMG, your choice of an assault rifle or a sniper rifle, and a repeater
  230. 3.A golden key that unlocks a golden chest in Sanctuary containing some very high-quality random loot appropriate for your strength, this chest is indestructible, and cannot be opened whatsoever without the key.
  231.  
  232. Hello Traveler!: 400 CP, Discount Bandit Lord, discounted Twice for Entrepreneur, Free for Drop-In, Not Available for Vault Hunter
  233. Well lucky you, You've managed to jailbreak and repair (either literally or figuratively) a deactivated CL4P-TP General Purpose Robot. This handy little fellow can hack nearly any security system in less than half an hour, repair and maintain nearly any of the systems found on Pandora, provide a constant stream of semi-amusing banter and quips, and do some pretty heavy mathematics. It has perfect photographic memory, integrated mono-color hologram projector and basic storage deck with a miniature digistruct device onboard. Also, it can do any of the manual labor you could expect of an average seven-year-old human when the situation calls for it. It counts as a companion, and can be modified if you are skilled enough, but it's not going to be one of the famous Claptraps from the games. Additionally, if you choose this option after the line is discontinued and the last Claptrap finds out he will go to extreme measures to prevent you from leaving with it. If you are around for the Robot Revolution, it will not receive the update since it was jailbroken. Therefore, it will not go rogue and try to kill you.
  234.  
  235. Catch'a Ride! Admin Passkey: 400 CP
  236. You gain administrator access to the Catch'a Ride network, and may summon any of these vehicles at any Catch'a Ride Station for no cost. If you chose both Workshop and Electricity for your Warehouse (as well as rip up the floor boards), you may choose to install a Catch'a Ride station, complete with destructive scanner, in your Warehouse. The vehicles to which you have access are dependent upon where you are in the timeline; you may not choose vehicles from Borderlands 2 or its expansions during the events of Borderlands. Otherwise, you have administrative access and can choose whatever vehicles you like, so long as they are in the Catch'a Ride system. The Passkey is a physical object about the size of a 1980s cell phone and can be lost or stolen. If Scooter, Moxie or Ellie find out you have this they will defend their family business and do their best to murder you painfully.
  237.  
  238.  
  239. Decked out: 600 CP, Discount Drop-In
  240. You gain four high-quality guns of your choice, a high-quality energy shield, an appropriate high-quality class mod, a high-quality grenade mod, and an appropriate high-quality relic.
  241.  
  242. Disadvantages
  243. You may take up to two disadvantages.
  244.  
  245. Worse Than The Midgets +200 CP
  246. People really don't like you. It's hard to say more than five words to anyone from this universe without them wanting to shoot you, and on Pandora they will try.
  247.  
  248. Unreliable Reputation +200 CP
  249. There's only one thing that can keep you from ever finding a place on Pandora And that's if people have the idea that you can't get the job done. Unfortunately, that’s you. Wherever you go folks will have heard of you and some big screwup you committed. Working hard and flawlessly for nine years might let people trust you again but there is going to be a hard road ahead of you, since you can't get any work.
  250.  
  251. Empty Chest Syndrome +300 CP
  252. Somehow whenever you find a chest there's nothing in it but ammo and cash. If you want good guns you're going to have to either fight some really hard opponents and complete a lot of missions since you're not going to be able to avail yourself of loot chests.
  253.  
  254. Plenty of EXP … Loaders +400 CP
  255. someone up on the Hyperion moon base has it out for you, someone with lots of influence. At least once a day a group of five low level EXP loaders will be moonshot into your general vicinity, if
  256. you are living in Sanctuary and they find out it's you expect to be kicked out shortly.
  257.  
  258. Midget, +400cp.
  259. You're a Midget, the radiation from the precursor artifacts in Headstone Mine has twisted you into someone significantly smaller but slightly faster than normal size people. Your body, mind, sanity and will are only a third as strong as they were when you got here and people are generally going to expect you to be crazy and erratic. Therefore expect plenty of discrimination and possibly abuse ahead.
  260.  
  261. Animal Attack +500 CP
  262. You are being constantly followed by some seriously powerful examples of Pandora's wildlife. You will never be able to kill them all and they will harass you almost daily, but only seriously attack once a week at most.
  263.  
  264. OPL8 +800 CP
  265. Okay, this is pretty rough. No matter how strong you were before, pretty much everything can get you down in two hits, most of your enemies have been replaced by even-badder-than-normal Bad Asses, and your attacks barely do anything on what few normal enemies remain. I hope you have charisma, because otherwise this is going to be over quick.go home
  266. Ending choice
  267.  
  268.  
  269. Go home
  270. you can go home keeping everything you've gained so far and ending your adventure
  271.  
  272.  
  273. Stay here
  274.  you can spend the rest of your life on Pandora, just playing your role to the fullest, in time bandit Lords can become Lords of the planet,vault Hunters can discover a galaxy of vaults to loot and untold fame and fortune as legendary mercenaries , merchants can become corporate overlords greater than any in the recorded history of the universe.
  275. Continue
  276. you can move on to  the next jump, in which case you gain the following. A customization station, ammo vendor, weapon vendor and medical vendor are added to your warehouse, if your warehouse is literally so full that there isn't room for these things one wall develops a nook to fit them in.
  277.  The customization station allows you to switch between any race option you have chosen previously.
  278.  
  279. The weapon vending machine allows you to both pawn and purchase weapons appropriate for your level of strength and power. rarely they will feature legendary items at extravagant prices. Additionally, it allows you to pawn weapons for whatever your local worlds cash is.
  280.  
  281. The medical vending machine sells class mods, energy shields and
  282. health kits that can restore a certain amount of damage, although you will have to buy many if you have a especially large amount of health , these kits will work with whatever your body may be like. Very rarely, it will sell legendary unique items at extravagant prices. It will also allow you to pawn defensive and healing items for whatever your local world's cash is.
  283.  
  284. The ammunition vending machine sells ammo for any kind of ranged weapon you can imagine
  285. as well as grenade mods, don't expect legendary items , and very few universes. Besides the
  286. one you just left have grenade mods which are the only thing it you can pawn in it
  287.  
  288. Any attempts at tampering with these machines will cause them to go off-line rather explosively destroying all contents as well as creating a explosion that can ruin anything else in the warehouse, including yourself.
  289.  
  290.  Additionally any and all ammunition intended for a class of firearm become interchangeable, pistol bullets go in pistols, regardless of the make, model, or whether it's a black powder or energy pistol. The same with rifles, shotguns, etc.. You may still make or purchase specialty ammunition and it will keep its effects, but no more worrying about calibers, kinds of energy cells,etc.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement