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ValeriaTheGreat

Drakengard WIP Version 0.1

Feb 7th, 2015
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  1. DRAKENGARD JUMP- 0.1
  2. By Valeria
  3.  
  4. You're in for a rather miserable ride jumper.
  5.  
  6. This is a world much like our own, in the times of knights and castles, all it would take is a flip of the map to see no difference. At one point in time, in fact, it was identical to our world, but a catastrophe happened in the year 856 and magic was introduced to this world by force. This magic did not come alone, as alongside it was the Dragons and the Watchers. The Dragons are terrible beasts, in both sheer power and their surprising intelligence. The Watchers are grotesque abominations, who take the form of gigantic infants. Something else snuck through alongside these two races, though what it is is unknown even to them. The world continued on however, adapting to magic and monsters as best it could to these new challenges.
  7.  
  8. Three times await you, all with their own dangers and all are linked closely to both the Dragons and the Watchers. Whether you deal with these struggles yourself, or simply allow events to take their natural course, the choice is open.
  9.  
  10. You have 1000cp. Spend it well.
  11.  
  12. Age & Gender
  13. Your starting age is 18+1d8 years. If you chose Monster as your origin, roll 10+2d8 centuries.
  14.  
  15. You remain the same gender as your previous jump, though you may change this and your age freely for 100cp.
  16.  
  17.  
  18. Locations-
  19.  
  20. 1 & 2- Drakengard 1
  21. The world is locked in a war, between the Empire and the Union. The Empire, backed by strange magicks and horrible creatures is pushing back the Union more and more, driving them to extinction at the behest of the mad Cult of the Watchers. You will find yourself in the country of Caerleon one year before it is invaded, whether as a part of the Union, the Empire or an independent is up to you. If the Cult's plans go ahead unresisted, the world shall come to an end.
  22.  
  23. 3 & 4- Drakengard 2
  24. 18 years after the Empire was defeated, the world has grown calm, the great war in the past. The Knight's of the Seal maintain the barriers that protect the world, though their methods are of a dubious nature. A young boy, raised by a dragon, has just become a Knight. If he is allowed to continue on his journey with no interference, the world shall come to an end.
  25.  
  26. 5 & 6- Drakengard 3
  27. Almost a century before the events of the other times, the land of Midgard was ruled over by five sisters, each with a number for a name. These sisters had good intentions and took over the lands, freeing them from the cruel warlords that had controlled them previously. A dark secret lies behind them however and only Zero, the original, knows of the truth. She seeks to kill her sisters and save the world. If she fails, the world shall come to an end.
  28.  
  29. 7 & 8- Free Choice
  30. Lucky! You have your free pick of any of the above choices. Choose wisely.
  31.  
  32. Origins-
  33.  
  34. Free: Wanderer
  35. Awakening in an empty field, finding the experience all too familiar. Perhaps you might discover others with experiences like yours in this world, though you'd need to be unlucky indeed to encounter them.
  36.  
  37. 100: Priest
  38. Perhaps you were a loyal worshipper of one of the many gods of this world, a practioner of magic or even a member of the Cult of the Watchers. Regardless, you have found reason to leave your church and step out into the world. Whether you seek to spread your faith, to find new knowledge or to bring an end to the world, it's up to you now.
  39.  
  40. 100: Knight
  41. Born with a sword in your hand, you have been raised to fight for your life and for your family. Perhaps you are just a common mercenary, the squire of a knight or just a barbarian with a few tricks up his sleeve. It seems you've found a goal however, one that draws you away from a boring life and out into the open world.
  42.  
  43. 400: Monster
  44. You enter the world, not as a human but as something more. Choose any mythological creature and you shall take on it's form, as well as a wealth of memories. This mighty new form is granted the potential to grow even further. At first, you will be only at your base strength, but with time and experience you can undergo two levels of change, each boosting the power of your chosen monster significantly.
  45.  
  46.  
  47. Perks- (first perk is free for origin, rest are discounted)
  48.  
  49. Wanderer-
  50. 100: A Dark Commentary
  51. It seems you've gained a little tag along in your head. A new voice, awfully sarcastic, bitter and calling itself the JumperId, has taken up the role of giving you a running commentary through life. Whether it be despairing remarks over your situation, or mocking renditions of other people's conversations, you can be sure to have a wealth of gallows humour. You can freely turn this on or off.
  52.  
  53. 300: Route A to Route B
  54. You gain the ability to have an unnatural sense for how choices can play out, knowing generally if a path will end good or bad for you, as well as a feel for the consequences that your actions may cause. While you'll find this applies to a great deal, there are some choices with no good options.
  55.  
  56. 600: According to My Records
  57. A gift from a woman in glasses, you've gained a certain resistance to the more bothersome side effects of time travel. You won't be affected by any form of paradox and cannot simply be erased by a retcon or being killed in the past. This does not protect the rest of the world however, and if you are killed in the past, the world will change to reflect that. You will still live and retain your memory, but no one else will.
  58.  
  59. Priest-
  60. 100: Purge the Heathens
  61. A life of deep clerical learning has imbued no small amount of fervent belief in you. When faced with something you despise, you'll find your strikes hitting a little harder, a bit faster and a bit more ferociously.
  62.  
  63. 300: Magician
  64. A lifetime of study, or maybe just innate talent, regardless of the case you have the ability to change the natural world around you. Firing bolts of energy, or manipulating the natural elements of the world are within your power now.
  65.  
  66. 600: Song of Summoning
  67. A skill thought long lost to any but the Apostles of the 5 Sisters. By singing out an incantation, you can summon a mighty angel to assist you in your battles. They take many forms, from enormous Wyrms, small armies of dolls, gigantic crabs and many more. This summoning will place a great drain on your energy however, and doing it more then once per day will endanger your life.
  68.  
  69. Knight
  70. 100: Intimidating Manner
  71. You've got a certain air of danger about you, enough to warn of some of the lowlifes that might otherwise try to start something with you. You'll find it a fair bit easier to intimidate your foes as well, being so frightening and all.
  72.  
  73. 300: Grand Wheel
  74. A strange but rather useful ability, you gain the power to store up to a dozen personal weapons in a small pocket dimension. These manifest as a wheel like structure in your vision when you want to withdraw or place one into it.
  75.  
  76. 600: Slaughterisms
  77. The slice of a sword through flesh, the loud beatinng of your heart in your ears, this is what you live for! You're fighting skills are incredible, letting you tear through hundreds of soldiers with a bit of effort. Not only are your sheer skills with battle enhanced, your strikes seem to cause unnatural amounts of carnage. What would normally be a small cut might become a bleeding wound and strikes seem to crack bones and shake organs far more easily.
  78.  
  79. Monster
  80. 100: Longevity
  81. Monsters stay around for a very long time, and you've taken on that trait, no longer shall the ravages of time affect you. Not fully at least. You will still age, but it can be measured in the centuries before you'll see any physical change.
  82.  
  83. 300: Magic Spheres
  84. Every once in a while, once you've defeated enough foes, you will feel a strange energy fill you up. By harnessing and unleashing this force, you can unleash a devastating magical attack, hitting all those enemies that surround you. This attack can be customizable to an extent, including focusing it on a single foe or spreading it even thinner.
  85.  
  86. 600: That'll leave a Mark
  87. Much like the ancient Dragons, you're body takes on a unique property. Your attacks, both physical and otherwise will now be unable to be regenerated or unnaturally healed, leaving their mark until the body fixes itself normally. Please note that this doesn't stop beings from coming back from the dead, only healing their wounds whilst still alive.
  88.  
  89. General
  90. Free: S0undtrack (D1 or D3 style?)
  91. Upon entry into this world, you have the option to take on a soundtrack of your choice. Whether it be the chaotic orchestrals of Drakengard 1, the sad songs of Drakengard 3 or a mix of your own design is up to you.
  92.  
  93. Free: Colorful Backgrounds
  94. As an optional choice, you can now give any item you own a colorful and rather grimly humorous little tale. Lasting 4 paragraphs, these can be original stories or reflect your own past adventures, though always with a drop of misery added in.
  95.  
  96. 400: Intoner
  97. You have gained the power of the Intoners the Utautai. You can now cast any magic you know through song, though the more powerful the spell the longer it will take to cast. You gain a super mode, accessible once you have drenched yourself in you're enemies fresh blood that increases your physical abilities to incredible levels, but will last only a short time, as the blood is consumed within seconds. You do not have the same flaw that the other Intoner's have however, and you are safe from the flower's influence.
  98.  
  99. 600: Monster Hybrid (Nowe's anime shit but with any monster available for Monster Origin)
  100. A quirk of your birth, or just a blessing bestowed on you by your benefactor, but you've discovered you have are descended from a Monster of some kind, a New Breed if you will. While your physical abilities recieve an all around boost, you will also receive certain traits associated with your monstrous lineage. Finally, you can temporarily enter a powerful hybrid form. In this form, you will gain energy projection reminiscent of your lineage (Energy wings for dragons etc) and the ability to unleash powerful blasts of said energy.
  101.  
  102. Items-
  103.  
  104. 50: Musical Instrument
  105. A lute perhaps, or maybe a violin? YOu gain a musical instrument of some sort, though you can't help but feel a tad ashamed when you hold it.
  106.  
  107. 50: Gold
  108. A small bag of gold, enough to pay for good accomodations for a whole year at a decent inn.
  109.  
  110. 100: Prayer Beads
  111. Holding this small band of beads will allow you to better find yourself, concentrating easier. Praying with them in hand will also ward off very low level spirits.
  112.  
  113. 100: Armour
  114. A set of good quality armour, well made and well fitted. While it has no magical properties, you will find that you never need oil or maintain it, and that after a day of rest it will repair any damage.
  115.  
  116. 100: A Horse
  117. A well bred horse, already very loyal to you and very accomodating to even unexerperienced riders. This fine animal will run for days on end if it is your desire, and will follow you into your future journeys if you wish.
  118.  
  119. 200: Magic Staff
  120. This plain brown staff will greatly improve the effectiveness of your spells, boosting both their power and the casting speed. You can choose for this to resemble one of the canon weapons if desired.
  121.  
  122. 200: Magic Weapon
  123. A powerful weapon, you get a melee weapon of some sort that has quite the enchantment. By completing a combo, it can unleash a powerful spell, from fireballs to blasts of earth. You can also choose any existing weapon from the games. Yes, this includes Hymir's Finger.
  124.  
  125. 200: Apostle
  126. Shortly after you enter this world, you will encounter a canon character of your choice, though they must be from the same time period you are in. You will become fast friends, perhaps even something greater, depending on your tastes. Upon the end of the jump, they could be convinced to join you as a companion, though please note any character with a pact must bring along their partner. It won't end well otherwise.
  127.  
  128. 300: Great Tome
  129. This ancient book holds a great deal of knowledge long since lost and more then a few spells that were never discovered at all. Within it's pages lie scores of magical spells, though it's greatest prize is the Goddess Seal, a ritual that could seal an entire race of abominations away.
  130.  
  131. 300: Airship
  132. You've obtained true freedom! To go as the wind takes you! An airship is at your command, enough space for a few dozen people and armed with cannons. Don't worry if you get shot out of the air by cannons mere hours after you first get it, not like that'd happen. It'll respawn a day after it gets destroyed.
  133.  
  134. 300: Pact
  135. To undertake a bond like this is not to be done lightly. By taking this option, you can pick any mosnter as per the Monster origin and grant them 600cp to build with. You will meet this companion upon entering the jump, circumstances making the two of you form a pact. A pact is a magical bond between the two of you, if one dies so does the other. However, you can share thoughts, feelings and even energy across this bond as well. They will become a companion at the end of this jump and you may chose whether to maintain the pact or to end it, giving up both the death curse but also ending any benefit gained from it. Taking this option also gives you knowledge of forming pacts in other worlds. You may take this only once.
  136.  
  137.  
  138. Variable: Companion immigration
  139. By spending 100cp you may import one companion who gains 400cp to spend on origins and perks only. You may spend 400cp to import 8 full companions and give each one 400cp to spend on origin and perks.
  140.  
  141.  
  142. Drawbacks- 600 pt limit
  143.  
  144. 100: We're doomed!
  145. Doomed I say! Doomed! You'll find you've become awfully paranoid and easily scared now, while this won't really impact your performance, you'll certainly be rather annoying to be around. Try not to get kicked in the head yeah?
  146.  
  147. 100: Just an Innocent Child (Stuck in the body of a 10 year old child for ten years, all alt forms are similarly young)
  148. You will now spend the rest of this jump locked in the form of a 10 year old child. Your physical prowess is reduced to match and if you have taken a Monster form, they will be at an equivalent level to match.
  149.  
  150. 100: Sick and Twisted
  151. Ah, it seems you've encountered the more disturbing part of this world. Whether you desire it or not, you gain an unnatural desire for something you find truly horrific and no matter what you do, you will indulge this foul perversion at least once. Perhaps some post-jump therapy is in order?
  152.  
  153. 200: Clunky Controls
  154. Why can't you jump over this knee high fence? Why is you're movement so clunky and slow? Oh dear, it seems you've somehow applied the gameplay of Drakengard 1 onto your jump. All your actions are now clumsy and slower then they should be. As an added bonus, the colours of the world have become drab and brown, mind numbingly boring.
  155.  
  156. 200: Goddamn Red Mages
  157. The hated red mages are able to reflect magic back upon any attackers. It seems red is in fashion this season and much worse then usual, as now every one of your enemies has this quality, reflecting both your supernatural abilities and magic back in full.
  158.  
  159. 200: Suicide Pact (May take only with Pact)
  160. Ugh, stuck with someone like this for ten years? Your partner will be as dumb as a bag of retarded lemmings and twice as reckless. No matter what you do he will manage to get himself into some form of trouble, forcing you to constantly keep a lookout for them.
  161.  
  162. 300: There's Just Nowe
  163. O-oh my, are you sure? Taking this will make you the equal of Drakengard 2's protagonist, Nowe himself. You'll barely know even the very basics of life, you'll be suicidally reckless and so stubborn even everyone you know and care for telling you to stop won't make you end your mission, even if it would destroy the world. To call you a moron at this point would be like high praise.
  164.  
  165. 300: Trolled by Cavia
  166. The world itself, or those behind it, are out to get you it seems. No matter what you do, the bad side will always be greater. You might save a man, only for him to murder a family or cause a civil war. There will be no happy endings with this drawback, the best you can ever hope for is a bittersweet stalemate.
  167.  
  168. 300: All Hope is Lost
  169. There are countless threats in the Drakengard world, ranging from armies of dragons, flights of angelic horrors and abominations raining from the sky.
  170.  
  171. Taking this perk starts each of these apocalypses of at full burst from the start, mere days after you enter, and they will not end till the jump does.
  172.  
  173. Ending Options-
  174.  
  175. Go Home-
  176. Had enough of travelling? Well, the way home is open to you. You'll wake up at home with everything you've gained.
  177.  
  178. Stay-
  179. Really?! W-well, we're glad to see you stay! All affairs back home will be put in order and you can be left to your own devices in whatever is left of the world.
  180.  
  181. Move On-
  182. Ever onward eh? Well, it's time to go jumper, to the next adventure.
  183.  
  184.  
  185. Notes
  186. Pacts in other Worlds-
  187. Taking the Pact item teaches you how to create pacts with other characters from your original one. There are rules however. You may only maintain a single pact at a time, and they retain the death curse so long as the bond is active. Pacts also do not turn other characters into companions, that is only for the first monster.
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