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Slayers Jump WIP V 0.000000001 Still Needs Items

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  1. Slayers CYOA (Jumpchain-Compliant!)
  2.  
  3. Welcome to the world of Slayers! In the beginning, when the world was formed from the essence of the Lord of Nightmares, two great beings and their servants began to fight over it – the Shinzoku, led by Flare Dragon Ceifeed, sought to defeat the Mazoku and their ruler Ruby Eye Shabranigdu. This conflict, known as the Shinma War, ended five thousand years ago and destroyed the center of the Sleeping Dragon supercontinent, leaving behind the present world. Though Ceifeed was slain, he successfully sealed Shabranigdu away and left four parts of himself to watch over the world – Aqualord Ragradia, Firelord, Vrabazard, Airlord Valwin, and Earthlord Rangort.
  4.  
  5. Later, however, the Mazoku known as Hellmaster Fibrizo sought to revive Shabranigdu and destroy Ragradia! To prevent the other Shinzoku from interfering on behalf of their sister, Fibrizo and his Mazoku erected the great Mazoku Barrier around an area the size of Europe. This barrier has since stood for the last thousand years, preventing Holy Magic from being cast (as it relies on the power of the Shinzoku), but causing the development of White Magic, Black Magic, and Shamanistic Magic. Before she fell, though, Ragradia left her knowledge and memories in a single book – the Clair Bible! Little is known of the world outside the Barrier, besides that magic never truly developed there and the people turned to technology. Now, a thousand and fifteen years after the Koma War, as this second conflict was called, the young sorceress Lina Inverse has set out on a quest of her own, and in just 24 hours will meet Gourry Gabriev, a swordsman. Thus does your journey begin!
  6.  
  7. To survive the ten years you will spend here, you will require...
  8. +1000 CP to spend on the skills and gear that will carry you through the world!
  9. Section 1: Location
  10. Roll 1d8 to determine your location, or pay 50 CP to choose for yourself. Roll 1d8 + 15 for your age, while you're at it!
  11. 1 – Sairaag – Known as a city especially versed in the magical arts and once called the City of Ghosts, it is home to a sorcerer's guild and a port on the coast of the Demon Sea. Of interest here is the great tree Flagoon, and Rezo, the Red Priest, has a laboratory near here.
  12. 2 – Atlas City – One of the largest cities within the Mazoku Barrier, it is a short distance from Sairaag, and is home to one of the largest sorcerer's guilds on the peninsula. This is the current intended destination of Lina Inverse.
  13. 3 – Saillune City – The capital of the Holy Kingdom of Saillune, this city is known for its vast libraries and numerous practicioners of White Magic. In fact, the entire city is laid out like a giant White Magic seal (or hexagram), and thus, White Magic is strengthened here, but other types of magic are weakened. It is currently ruled by King Eldoran Saillune – however, his illness forces him to leave daily matters to his son, Crown Prince Philionel.
  14. 4 – Zephilia – This country north of Saillune sits near the northernmost point of the peninsula, and is known for producing many heroes and many delicious grapes.
  15. 5 – Kingdom of Dils – This northern country is the home of Gyria City, which has been thoroughly infiltrated by Mazoku. Its military is even headed by one of Shabranigdu's direct subordinates.
  16. 6 – Elmekia – This southernmost country within the Mazoku Barrier is the homeland of Gourry Gabriev and is a desert area in which people reside in mud-brick houses. The spells Elmekia Lance and Elmekia Flame were likely invented here by sorcerers at some point in the ancient past.
  17. 7 – Femille – A city designed by its founders to produce priestesses of great purity and skill, it is also off-limits to males. Of course, if you had a disguise on hand...
  18. 8 – Free Pick – Congratulations! You may now, without paying CP, pick any of the above locations or any town, city, or nation within the Mazoku Barrier!
  19. Section 2: General Skills
  20. While many folks here are able to cast spells, here are some other skills you may find useful.
  21.  
  22. Orientation [50 CP] – You're generally pretty good at finding your way from Point A to Point B. You'll have a harder time getting lost, and reading environmental cues as to which way to go is easier.
  23.  
  24. Benign Trickster [100 CP] – You're excellent at setting up harmless pranks, and with enough effort, you can subtly nudge someone to get them where they need to go. Teaching them martial arts by having them do household chores, for instance?
  25.  
  26. Dragon Cuisine [100 CP] – You know the secrets of how to prepare the legendary Dragon Cuisine! Though each item on this illustrious menu takes months to prepare, you also know how to capture and butcher a dragon specifically for this purpose! Should you ever find yourself killing a dragon, you need never fear wasting the flesh again!
  27.  
  28. Lore [100 CP] – You're generally knowledgeable about people, places, and things in this world. You can tell a talisman from a wedding ring, a staff from a walking stick, and chances are you've actually HEARD of the Clair Bible. You also know where all the best restaurants are.
  29.  
  30. Swordsmanship [100 CP] – You're pretty handy with a blade – you could probably wreck any old bandit you came across, and maybe even go a few rounds with some of the best swordsmen in the land! You won't beat them with this alone, but hey.
  31.  
  32. Minor Curses [200 CP] – You're versed in a rather limited form of Black Magic – mostly able to cast hexes on people by stabbing an article of their clothing with a ritual knife. These hexes are minor annoyances, mostly, and range from causing the victim to lose their sense of balance to causing their presence to offend the opposite sex.
  33.  
  34. Treasure Sense [200 CP] – You have a nose for gold and jewels, but that's not all! You can passively detect any magical items within about a day's walk for you. Unfortunately, this range does not expand if you can run at the speed of sound or something.
  35.  
  36. High Bucket Capacity [300 CP] – This isn't so much a form of magic as it is the ability to draw on a large portion of your own magic capacity at a time so as to cast single spells. Essentially, even with a large pool, you cannot draw much water with a small bucket. Thus, having a larger bucket means you can use more of it at a time.
  37.  
  38. High Pool Capacity [400 CP] – This represents the amount of magic power you can spend without injuring yourself. While bucket capacity is normally fixed at birth, you can increase your pool capacity by increasing your body's stamina. However, by purchasing this, you start out with a much larger pool than normal – an amusement park wave pool as opposed to a home swimming pool, for instance.
  39.  
  40. Section 3: Magic Lore
  41. Magic has special workings in this world – specifically, there are three main types of magic. Shamanistic Magic calls upon the power of the spirits and forces of nature to wield the four elements – earth, fire, water, and air – as well as the forces of the Astral Plane. Most spells are Shamanistic Magic, simply due to these spirits being easiest to call upon. Among the most poweful Shamanistic spells is the Ra Tilt, which deals little damage to physical entities, but is supremely effective against lesser Mazoku, who have most of their bodies in the Astral Plane.
  42. White Magic, for its part, is magic that heals, protects, and exorcises, and what few offensive spells it contains only harm such unnatural beings as the undead. Among the most powerful White spells is the magic-dispelling Flow Break, which can remove most enchantments and disrupt summonings.
  43. Then, of course, there is Black Magic, which draws upon the Mazoku and the power that they gain from the negative emotions of mortals. Black Magic is almost exclusively offensive, but also contains summoning spells. The most powerful Black Magic spells call upon one of Shabranigdu's direct subordinates, such as the Chaos Dragon Garv or Dynast Grausherra – or upon Shabranigdu himself, as with the city-leveling Dragon Slave (originally named Dragon Slayer, but corrupted/mispronounced over the years). Interestingly, a spell drawing on a specific Mazoku will stop working if said Mazoku is slain.
  44. With that said, there are, of course, two more types to consider: Holy Magic, which draws upon the power of the Shinzoku, but cannot be used within the Mazoku Barrier, and a special type of magic that draws directly from the Lord of Nightmares herself. The only three spells in the latter category are Boost (an incantation meant to activate a set of magic-amplifying talismans), Ragna Blade, and Giga Slave. Most mages can't even dream of casting these spells, but there is one... and perhaps another.
  45. Now that you know all of that, I should probably start showing you the options! Come on, have a look!
  46. Section 4: Magic Options
  47. You could learn most of this stuff with enough time, but buying these skills will make the process a lot quicker and a lot smoother.
  48.  
  49. Basic Magic [Free] – You have a grasp of the weakest White and Shamanistic spells, including Lighting (which creates an orb of light) and Flare Arrow (a weak-ish damaging spell).
  50.  
  51. Elemental Specialty [100 CP, requires Basic Magic] – You can use most of the spells within one of the elemental schools of Shamanistic Magic – so Fire would grant you Fire Ball and Burst Rondo, Water might give Howl Freeze, Earth would bring Dam Brass, and Air would give Ray Wing or Diem Wind. This can be purchased multiple times – up to four.
  52.  
  53. Astral Specialty [200 CP, requires Basic Magic] – You now experience in the branch of Shamanistic Magic that calls upon the Astral Plane to deal damage to mostly-astral foes. Even the Ra Tilt is within your grasp, with Blam Blazer and Astral Vine being relatively easy for you.
  54.  
  55. White Magic Specialty [200 CP, requires Basic Magic] – You have a notable grasp of White Magic, being able to cast Flow Break or Megido Flare (an undead-destroying and mind-calming wave) by heart. With a few years' more experience, you could even restore lost limbs or eyes to the injured.
  56.  
  57. Black Magic Specialty [200 CP, requires Basic Magic] – You have a notable grasp of Black Magic, including such spells as the shadow-animating Dis Fang, and even the magical whip Balus Rod! However, there are other spells with more obscure incantations...
  58.  
  59. Imbuing [200 CP, requires Swordsmanship] – You are skilled at channeling your magic through weapons (usually swords), and with this physical component, you can more easily focus on spells that require an extended period of concentration.
  60.  
  61. Grand Sorcery [400 CP, requires Elemental Specialty, High Pool Capacity, High Bucket Capacity, and Black Magic Specialty] – With both Shamanistic Magic and Black Magic at your disposal, you have memorized to heart the greater part of their incantations, including the incantation for the mighty Dragon Slave! Unfortunately, your Dragon Slave isn't at full power yet – you'll need about seven years to get it there.
  62.  
  63. Section 5: Items and Gear
  64. Here, you can purchase a number of items that will aid you in your journey!
  65.  
  66. [50 CP] -
  67.  
  68. [50 CP] -
  69.  
  70. [100 CP] -
  71.  
  72. [100 CP] -
  73.  
  74. [200 CP] -
  75.  
  76. [200 CP] -
  77.  
  78. Goln Nova [400 CP] – Known as the Sword of Light, this weapon is especially receptive to magic channeling and is fed by the wielder's willpower – the stronger their will, the stronger the blade. The blade strikes on the Astral Plane as well as the physical, and can even destroy mid-level Mazoku with a single blow. However, the fact that you have this perfect copy of it may draw unwanted attention...
  79.  
  80. Demon's Blood Talismans [400 CP] – These talismans, when activated by the Boost incantation, increase a spellcaster's bucket capacity fivefold, and are made from small fragments of the four Maou – Ruby Eye Shabranigdu, Dark Star Dugradigdu, Chaotic Blue, and Death Fog. Having these perfect copies will likely draw attention from any nearby Mazoku, however.
  81.  
  82. Section 6: Drawbacks
  83. You can gain up to +600 CP total from the Drawbacks you take, but you can take additional ones for flavor. Drawbacks override skills, abilities, and perks that would contradict them.
  84.  
  85. Forgetful [+100 CP] – Wow, you just can't keep your head on straight, can you? Can't even remember spell incantations. Of course, this doesn't prevent you from picking up on important details – you'll just forget to tell the right people at the right time.
  86.  
  87. Ya Gotta Eat [+100 CP] – Where others may be sated by a loaf of bread, you'd require a gorilla's weight in bread just to feel like you've had a light snack. Your food budget will SKYROCKET in this world, for your appetite is without end.
  88.  
  89. The Death Of The Abominable Fiend, Anon! [+100 CP] – Within the first five years of your journey, a cheesy play will be put on, with a character intended to be YOU as the villain! Oh, and you'll be drafted into the play in a minor role.
  90.  
  91. They're Talking About A Girl Named Anon!? [+200 CP] – Apparently, you look pretty good when disguised as a member of the opposite sex. Good enough to draw suitors. Creepy suitors.
  92.  
  93. Chimerized [+200 CP] – You'll have slightly enhanced strength, speed, and magical power... but you won't be able to enjoy any of that, because just like Zelgadis Graywords, you'll constantly be seeking a cure for your condition – having been spliced with a blow demon and a rock golem.
  94.  
  95. That's A Secret! [+200 CP] – Xellos, the Trickster Priest (and secretly a Mazoku), will spend any time he isn't snooping on Lina Inverse and company... spying on you, playing mind games, trolling, and being a cheeky little git in general. He's mostly harmless, but keep in mind that he can cast a spell nearly equivalent to the Dragon Slave with only his own power. Being a Mazoku, he also feeds on and grows more powerful from your negative emotions – fear, anger, sorrow, all of those nasty feelings. If you want, he can even go with you once you leave! That won't make him any more helpful, though.
  96.  
  97. Mazoku Allergy [+300 CP] – See, the thing about being fed by negative emotions is that positive ones hurt you. While you can't feed on terror and rage like a Mazoku, you're still sickened and weakened by love, hope, and courage. This is, needless to say, a Bad Thing.
  98.  
  99. Drop In A Sand Pail [+300 CP] – Your incantations fail. Enchanted items shatter. You cannot cast magic, and no beneficial spell can aid you. Due to this, you will be seen as an abomination to be slain. Expect mercenary attacks on a daily basis. Did I forget to mention that Mazoku can still cast spells against you just fine, as can anyone on the level of a certain red-haired mage...
  100.  
  101. Cursed [+300 CP] – Somehow or another, whenever someone casts a minor curse, it always manages to find its way to you, too! This might not seem like much at first, but how long will you enjoy taking half again any damage you inflict to another person, or being hated by every member of the opposite sex (even those who came here with you)? Somehow, a new curse finds its way to you every week, even if you get the last one dispelled. Even without that, your luck is just terrible!
  102.  
  103. Lina Hates You [+600 CP] – Good luck.
  104.  
  105.  
  106. Section 7: Ending and Notes
  107.  
  108. You've done it! You've survived ten years in this world! There's just one choice left...
  109.  
  110. Go Home – Tired, are we? Well, no problem. You can wake up the moment you left. It'll be like you were dreaming... except you'll have everything you've gotten so far.
  111.  
  112. Stay Here – You sure this is the place you want to live out your days? That's doable, too! You can keep all of your presents, too.
  113.  
  114. Move On – Not done yet? Well, good luck, then! You're on to the next world, and you're taking everything with you!
  115.  
  116. A few things to keep in mind...
  117.  
  118. 1. I know what you're thinking, and no. I do know her, though – we play poker sometimes.
  119. 2. Yes, you can learn the Giga Slave and Ragna Blade here, but you're going to have to do it the hard way.
  120. 3. Please don't blow up Flagoon. You won't lose if you do, but... it's kind of rude.
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