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DADistracted

The Black Company Jumpchain - Books of the North

Apr 20th, 2018
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  1. The Black Company – The Books of the North
  2. By DADistracted
  3. Version 0.8
  4.  
  5. Intro Fluff
  6.  
  7. 1000 CP, boys and girls!
  8.  
  9. Age minimum 15, maximum 55, otherwise unimportant
  10. Gender: Same as previous, or 50cp to change
  11.  
  12. Locations: Roll 1d8
  13. Opal
  14. Lords
  15. Oar
  16. Elm
  17. Deal
  18. Juniper
  19. Tower at Charm
  20. Lucky you! Pick your favorite location of those listed above
  21.  
  22. Origins:
  23.  
  24. Mercenary
  25. Obligatory Fluff
  26.  
  27. Rebel
  28. Obligatory Fluff
  29.  
  30. Sorcerer (300cp cost)
  31. Obligatory Fluff
  32.  
  33.  
  34.  
  35. Perks:
  36.  
  37. Free All:
  38. Excellent combat competence using two weapons of the jumper’s choice
  39.  
  40. Mercenary (Black Company-inspired)
  41. 100 – Expert Dirty Fighter Perk
  42. 200 – Unchanged by Trauma & Experiences Perk
  43. 400 –
  44. 600 – The Captain: (effectively command an army, pick up recruits easily)
  45.  
  46. Rebel (White Rose-inspired)
  47. 100 –
  48. 200 – Unbreakable Willpower Perk
  49. 400 – Insurrection Inspiration Perk
  50. 600 – Another White Rose: (personal-scale toggleable anti-magic field)
  51.  
  52. Sorcerer
  53. 100 – Foundational Magic Skill Perk (Goblin/One-Eye-level)
  54. 200 –
  55. 400 –
  56. 600 – Vastly Magnified Magic Power Perk (Soulcatcher-level)
  57.  
  58. Undiscounted
  59. 100 – Anti-Boredom Perk?
  60. 200 – Nameless Perk (No true name in-jump, translates into true name magic immunity in later jumps)
  61. 400 – Soldiers Live: (1-Up [setting explanation: sorcerer via magic/rebel via reincarnation/mercenary via contrivances of fate])
  62. 500 – Rite of Taking: (Boosts magical power of recipient, enslaves recipient to caster’s will, cannot be undone once completed; inherently cruel & evil process – can be used on Companions, but they won’t thank you for it)
  63.  
  64.  
  65.  
  66. Items:
  67.  
  68. Free All:
  69. 2 well cared for weapons of the Jumper’s preference, 1 well cared for coat of plated mail
  70.  
  71. Mercenary
  72. 100 –
  73. 200 –
  74. 400 –
  75. 600 – Lance of Passion: (mechanics still in need of balancing)
  76.  
  77. Rebel
  78. 100 –
  79. 200 –
  80. 400 –
  81. 600 –
  82.  
  83. Sorcerer
  84. 100 –
  85. 200 –
  86. 400 –
  87. 600 –
  88.  
  89. Undiscounted
  90. 50 – Annals of the Jumper: (self-updating chronicles of the Jumper’s chain)
  91. 100 –
  92. 200 –
  93. 400 –
  94. 600 – The Black Castle (drop-in, dread reputation, grows/repairs via feeding corpses, provides single 1-Up every 10 years)
  95.  
  96.  
  97. Companions:
  98.  
  99. Companion Import Option
  100. 50cp per Companion, or 300cp for a full 8 Companions
  101. Imported Companions may choose an origin and receive 500cp to spend
  102.  
  103. Canon Companion Acquisition
  104. Free if you can convince them, or you can pay to guarantee someone's agreement (within outlined restrictions).
  105. 100cp for mortal companions, 200cp for magic wielders or The White Rose.
  106. Kina, Goddess of Death, is barred from acquisition, as is The Dominator. Due to the contingencies of the process, The Lady’s Taken are barred unless The Lady is also acquired, and the Dominator’s Taken are barred if he isn’t dead or fully sealed.
  107.  
  108. OC Companions
  109. Mercenary
  110. Rebel
  111. Sorcerer
  112.  
  113. Followers
  114. 150cp – Forvalaka (Vampiric, organ-devouring were-leopard. Nigh-invulnerable to mundane weapons and immune to insufficiently powerful magic, obedient to the jumper)
  115. ???cp – Mercenary Company (Needs balancing)
  116.  
  117.  
  118.  
  119. Drawbacks:
  120.  
  121. Drawback Limit – None; all the apples are poisoned anyway, you may as well eat your fill
  122. 100 –
  123. 100 –
  124. 200 – Mutilation Drawback (missing arm/leg, or equivalent if many-limbed)
  125. 200 – How Deranged: You suffer from a form of insanity, Jumper. What specific madness afflicts you is left to your own devising, but it is incurable for the duration of the jump and it will affect your quality of life.
  126. 100 or 300 – Don’t Say My Na-!: Lose [all in-jump perks & magic or all out-of-jump perks, magic & warehouse access] for the duration of the jump
  127. 300 – Ripe for the Taking: Pursuit by a powerful enemy with the intention of Taking the Jumper.
  128. 300 – Liam Neeson Syndrome: Roll 1d7+1; the result is the number of Companions that have been Taken by an enemy. (Only available if Companions are imported)
  129.  
  130.  
  131.  
  132. You made it to the end! A final choice remains to be made. Where will you go from here?
  133. Choose to Go Home
  134. Choose to Stay
  135. Choose to Continue Your Chain
  136.  
  137.  
  138. Notes:
  139.  
  140. It is possible for the Sorcerer-origin to acquire the Rite of Taking through personal growth and development. However, only 4 people in the setting have ever known or been capable of performing the Rite of Taking, all placing among the top 10 most powerful beings in the setting’s history, none of whom would ever teach it; a sorcerer-origin jumper will have to create this ludicrously difficult and complex magic rite from first-principles over the course of years.
  141. The Rite of Taking is offered as an individual perk in order to make it accessible to non-sorcerers, as well as allowing sorcerers to frontload it for themselves.
  142.  
  143. The inherent magical potency of the mage Followers provided by the Mercenary Company will not grow unless the Jumper provides a means to catalyze such a reaction, likely through interactions with stuff from other jumps. However, even weak casters from this setting can make weapons capable of killing gods if given a long enough period of time to ensorcel them – this is not nearly as big a nerf as it might initially appear to be.
  144.  
  145. Sorcerers are not squishy in this setting. They will instead layer spell upon spell over themselves to account for any contingencies they can imagine. Consequently, old and powerful mages are often mistaken to be unkillable. Sometimes rightfully so.
  146.  
  147. A sorcerer in this setting that knows the true name (birth name) of another mage can use it in an invocation to strip the target of all their magic power. Consequently, mages tend to take whatever steps are necessary to ensure that their true name is lost to the knowledge of the rest of the world. This usually involves murdering anyone who knows a sorcerer’s true name, e.g. family, friends, lovers, neighbors, coworkers, home towns, small kingdoms, etc. Thus, most magic wielders of any prominence are likely to be some shade of evil.
  148.  
  149. Any and all instances of the jumper being Taken count as death for the purposes of 1-Ups and chain-failure. This will translate into death and subsequent resurrection at a random location in the world, provided 1-Ups are available to the jumper; they will not be considered Taken in such cases. If 1-Ups are not available, being Taken will translate into death and subsequent chain-failure, sending the jumper home as per the norm. The jumper will, again, not be considered Taken in such cases.
  150. The drawback Ripe for the Taking alters the resolution mechanics of a jumper being Taken in the following way: 1-Ups will function identically, but a jumper with no more of them who is Taken is not killed, cleansed, and sent home as was previously the norm; instead, they are enslaved to the one who cast the Rite of Taking, in an identical fashion to how it would operate on any other individual. This counts as if the jumper picked the Choosing to Stay jump resolution option.
  151.  
  152. Companions that are Taken, whether through drawbacks or natural progression of the jump, cannot be freed from this condition for the duration of the jump. At the end of the jump’s duration, Taken Companion(s) will be absolved of this status and returned to the Jumper.
  153. This will occur regardless of whether the Companion(s) are living or dead at the time of the jump’s conclusion, or what jumpchain progression option is chosen.
  154. The resultant empowerment that being Taken provides is also removed from Companions during this process.
  155. A jumper can, of course, elect to prevent the removal of the Rite of Taking’s effects from any Companions they themselves used it on.
  156. (This means you can’t cheese empowering your allies by having other people Take them; if you want the results, you’ll have to inflict that menagerie of soul-scarring atrocities upon them yourself.)
  157.  
  158. The Lady’s Taken are barred from Companionship without The Lady herself because they die if she loses her powers or dies, and removing them from the universe she resides in is fundamentally similar to removing them from her power. The Dominator’s Taken do not suffer from this contingency, but they will refuse to join you if The Dominator is not indisposed by death or total sealing.
  159.  
  160.  
  161.  
  162. Changelog:
  163. 0.1: Started making the jump. Hooray!
  164. 0.2: Changed mechanical interactions of being Taken for the jumper, tied ability to take a scenario with having a corresponding 600cp origin perk, reduced price of 1-Up from 600 to 400, reduced price of Rite of Taking from 600 to 500.
  165. 0.3: Cut the scenarios, reoriented the jump towards being released in installments, renamed the jump to reflect its status as covering the first arc of the series.
  166. 0.4: Added a new note, added a pricetag to the Sorcerer origin.
  167. 0.5: Clarified & renamed numerous origin perks, switched rebel origin’s inspiration and willpower perk prices, added a new note regarding sorcerer durability, added start locations, added mercenary 600cp perk, added mercenary 600cp item
  168. 0.6: Clarified the Rite of Taking note, removed 400cp 1-Up perk, added 50cp Annals of the Jumper/600cp Black Castle, added Followers subsection to Companion section, added 150cp Forvalaka to follower subsection, added mutilation drawback
  169. 0.7: Retooled the free perk entry to provide superior combat skill, retooled the free item entry to better reflect the quality of equipment provided
  170. 0.8: Added some clarifications to some notes & canon companion acquisition, removed drawback cp limit, noted mercenary company for further development, changed Black Castle so 1UP is available once every 10 years instead of once a jump
  171. 0.9: [N/A]
  172. 0.9.1: [N/A]
  173. 0.9.2: [N/A]
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