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FF7 Jumpchain 1.1

Nov 9th, 2014
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  1. Final Fantasy VII Jumpchain
  2.  
  3. Intro
  4. The world is a magitek setting basically ruled by the evil corporation known as the Shinra Electric Company, which even has its own military. They developed Mako Reactor Technology, which can supply vast amounts of electricity by draining lifeforce out of the planet, gradually creating a barren wasteland. Also, this intro will obliquely reference Jenova and Sephiroth without mentioning them by name.
  5.  
  6. Origins
  7.  
  8. Roll 1d8+17 for age and keep your gender. 100 CP to choose your gender and an age that could be rolled.
  9.  
  10. Drop-in
  11. Don't have any connections, but also no memories besides your own. Find your own destiny.
  12.  
  13. Shinra Scientist 100 CP
  14. You are a mid-ranking Shinra scientist. You have technical knowledge about such topics as Materia and Mako, limited access to Shinra resources, and a steady paycheck. However, you have no combat experience and your company is literally sucking the life out of the planet. You can be promoted to a position just below the head scientist, Hojo, for an additional 100 CP. Going against your employer's interests will get you fired.
  15.  
  16. Mercenary 100 CP
  17. A soldier of fortune, you work for the highest bidder and don't have many qualms about what you do as long as you get paid. Which is good, because sometimes you're hired to burn towns and kill children. You have the most experience in standard combat of any background, but can't do much besides fight. If you want, you can choose to have an exclusive contract with Shinra instead of being a free agent.
  18.  
  19. Turk 200 CP
  20. You are a member of the Turks, Shinra's enforcers. Evil mega corporations tend to have things they need to keep quiet or people that have to disappear, that's where you come in. You are an elite specialist in such lucrative fields as kidnapping, espionage, and killing people who know too much. However, being so close to this kind of work makes it difficult to retire. If you try to leave Shinra, you will have effectively taken the Hunted drawback without receiving any points.
  21.  
  22. Cetra 200 CP
  23. Also known as the Ancients, the Cetra have an innate and deep connection to the planet and the life stream, from which all life flows, and have powerful magic abilities. The Cetra are nearly extinct, there is only a single living Cetra in the world if you don't take this background and make it two. However, Shinra wants you for its own purposes, and they will utilize any means to capture you. They will do unpleasant things to you if they capture you. Take the Hunted drawback without receiving any points.
  24.  
  25. Location
  26.  
  27. 1 Midgar
  28. The location of Shinra headquarters. A rampant den of pollution, poverty, and general soul-crushingly low standards of living. Lots of tech, though.
  29.  
  30. 2 Kalm
  31. A quiet town not too far from Midgar. Most people made their living as miners until the monsters became too aggressive.
  32.  
  33. 3 Costa del Sol
  34. A pristine beach and a popular tourist destination. If you have money and don't care about having an adventure, you could probably spend your 10 years here in relative comfort.
  35.  
  36. 4 Golden Saucer
  37. You might remember this place. The world's greatest theme park, has numerous attractions. You do not necessarily start with enough money to buy a ticket.
  38.  
  39. 5 Rocket Town
  40. A small town, not much here. Except for the tilted rocket falling into disrepair that was abandoned after Shinra cut funding for the space program.
  41.  
  42. 6 Wutai
  43. A secluded ninja/eastern themed village. Never fully recovered after being defeated by Shinra in a war. Not a lot of Materia is available here.
  44.  
  45. 7 Icicle Inn
  46. A frigid northern village with year round snow. The climb is brutal, but you might find something interesting if you manage to reach the summit of Gia's peak to the north...
  47.  
  48.  
  49. 8 Free choice
  50.  
  51. Perks
  52. Discounts are 50 % off
  53.  
  54. PHS 100 CP Free Drop-in
  55. The Party Handling System lets you summon your companions to your side. Has a 12 hour cooldown.
  56.  
  57. Knowledge 100 CP Free Scientist first purchase Can be taken multiple times
  58. Gain knowledge of one section of Shinra work, basically any type of research or dealing you would reasonably expect an evil mega corporation to engage in. For scientist, your first purchase is what section of Shinra you work in.
  59.  
  60. Combat Skills 100 CP Free Mercenary and Turk
  61. You can fight good. You know how to fight people and monsters.
  62.  
  63. Enforcer 100 CP Free Turk
  64. You are very good at stuff like kidnapping, espionage, and hiding bodies.
  65.  
  66. Voice of the Planet 100 CP Free Cetra
  67. You can hear the voice of the planet. This manifests as spiritual mumbo jumbo about lifeforce and sometimes hearing from the recently deceased. This needs a better description.
  68.  
  69. Improved Materia Growth 200 CP
  70. This perk makes it so Materia you use grows in power twice as fast as it would otherwise.
  71.  
  72. Loot 200 CP
  73. You find more money when you kill things and are more likely to find rare drops from monsters.
  74.  
  75. Inventory 300 CP Discount Drop-in
  76. You can send things to or retrieve them from your warehouse at will. However, this doesn't work on living things, weapons, or anything too big to fit in the palm of your hand. Think healing potions and the like.
  77.  
  78. Add slots 300 CP Discount Employee
  79. Using Materia requires having a weapon or armor with specially designed Materia slots, which your current equipment probably doesn't have. You now know how to modify equipment to add Materia slots to armor, clothing, and weapons. The more powerful the equipment is, the more slots you can install.
  80.  
  81. Limit Break 300 CP Discount Mercenary
  82. After taking enough damage in battle, you can overcome your own limits to unleash a devastatingly powerful attack. By practicing and continuously using your Limit Break, you can learn new, more powerful ones. However, training alone won't be enough to learn your ultimate Limit Break...
  83.  
  84. Special Attack 300 CP Discount Turk
  85. Some kind of special attack. Like a limit break, but weaker and you can use it whenever you want. Might just be Reno's pyramid thing, might have a list and you can pick one. Might say "make one up," but those tend to be troublesome.
  86.  
  87. Magic 300 CP discount Cetra
  88. You're very good at using materia and have a massive MP pool.
  89.  
  90. Joined the Party 100-300 CP
  91. Import your companions and give them 400-600(?) CP to spend and a free background, including any discounts. 100 CP for up to 2 companions, 300 CP for up to 8. They can only pick R&D or Mercenary as their background unless you took Turk as your background, then they can take Turk as their background if you want, and possibly be your teammates.
  92.  
  93. Ninja Skillz 600 CP Discount Drop-in
  94. You're a ninja. You can do all the stuff a ninja can do, like using ninja weapons, hiding, and stealing their money when people bring up the menu screen. I'm not fond of this one. If someone can come up with a better capstone for Drop-in, I'll probably make this a 300-400 CP perk that you get for a discount if you start in Wutai.
  95.  
  96. Trade Secrets 600 CP Discount Scientist
  97. You've stolen some trade secrets from Shinra, and now have intimate knowledge of the inner workings of Mako Reactors. You know how to build them and can even make variations, like small personal reactors or reactors designed to make Materia. It takes an enormous amount of time and resources to build one, but once you do you will have a near limitless amount of electricity at your disposal. This is assuming, of course, that you don't mind gradually reducing the world to a lifeless husk by using the soul of the planet as a power source. Building one in other worlds where the lifestream doesn't exist, but there's still some kind of supernatural energy present, may produce...interesting results. Why don't you try it and see what happens?
  98.  
  99. SOLDIER First Class 600 CP discount Mercenary
  100. SHINRA's elite. Instead of being a normal badass, you're now a Badass that's been put through terrifying experimentation. You've been exposed to MAKO as well as some mysterious cells, and your physical and magical abilities have been pushed beyond what a normal human can achieve. This has been supplemented by the training all members of SOLDIER receive. Makes your eyes glow. Taking this does not automatically mean you suffer from the puppet drawback.
  101.  
  102. Turk Capstone 600 CP Discount Turk
  103. Probably does something related to being really good at your job.
  104.  
  105. Magic 600 CP Discount Cetra
  106. You are able to cast the spells of any green Materia that you have ever used, even if you don't have them equipped. Spells cast in this way use up just as much MP as they normally would, but are less effective than if you used the Materia. This also don't affect your abilities positively or negatively the way Materia does.
  107.  
  108. Gear
  109.  
  110. Weapon Free
  111. Pick a mundane weapon. You get a run of the mill version that's not terribly impressive, though it does come with Materia slots.
  112.  
  113. Armor Free
  114. Some nice, mundane armor. Not too interesting, but it does have Materia slots.
  115.  
  116. Map 50 CP
  117. A map of the world. Could be useful.
  118.  
  119. 1/35 Soldier 50 CP
  120. A 1/35 model of a Shrina Soldier, 12 in the set.
  121.  
  122. Money 50 CP Free Scientist and Turk
  123. A big bag of Gil, 50,000 to be exact. Scientists and Turks get 200,000 for free.
  124.  
  125. Survival kit 100 CP discount Drop-in
  126. A small supply of healing potions, status restoring items, and rations. Helpful if you're in the wild.
  127.  
  128. Improved Weapon 100 Free Mercenary
  129. Like Weapon, but better.
  130.  
  131. Improved Armor 100 Free Mercenary
  132. See above, replace weapon with armor.
  133.  
  134. Packet of Phoenix Downs 100 CP free Cetra
  135. A collection of healing items meant to revive someone from the brink of death. Does not work on people who are dead, just nearly dead.
  136.  
  137. Lifetime Pass 100 CP
  138. This ticket will get you and any companions or friends into the Gold Saucer, for free, for life.
  139.  
  140. Beach House 200 CP
  141. A deed to a villa in Costa Del Sol. Great if you want to hang out at the beach.
  142.  
  143. Specialty Weapon 200 CP Free Turk
  144. Instead of a mundane weapon, you can get something crazy. Steam powered greatsword? Go for it. Combat cattle prod? Sure. Gunblade? Weird, but alright.
  145.  
  146. Multiple Lifetime Pass 300 CP
  147. A regular lifetime pass would only let you get into the Golden Saucer for free for the rest of *A* life, but you've got more than one life ahead of you. This magic ticket will get you into any theme park, fairground, or similar location for free, in any world you might find yourself in. Oh, and it also gets you free food from these locations.
  148.  
  149. Buggy 300 CP
  150. A special buggy that will let you get from point a to point b faster than walking. Comes with infinite fuel, can carry up to 10 people, and can cross shallow rivers. It can still be attacked by monsters though...
  151.  
  152. Chocobo 300 CP
  153. You get a loyal Chocobo. Chocobos are essentially giant, yellow, flightless birds that you can ride on. They're much faster than normal people, have incredible stamina, and can easily avoid any monsters you may encounter. Comes with a regenerating supply of Chocobo feed, and can be stored in the warehouse.
  154.  
  155. Alien cells 500 CP Discount Drop-in
  156. A syringe filled with cells from an alien lifeform that nearly destroyed the planet in an age long since past. What do you intend to do with this...?
  157.  
  158. Airship 500 CP Discount Shinra
  159. Your very own airship. Can fly anywhere in the world, has infinite fuel, and can't be attacked by anything less than a superweapon while in flight. However, it can only land on flat plains. Comes with a free crew.
  160.  
  161. Ultimate Limit Break 500 CP Discount Mercenary Requires Limit Break
  162. Somewhere in this world is a book that will teach you how to push your Limit Break to its limit. If you take this option, that location is in your hands. However, you still need to have otherwise mastered your Limit Break before you can get any use out of this.
  163.  
  164. Ribbon 500 CP Discount Cetra
  165. This magic accessory protects you from all status effects when worn.
  166.  
  167. Gold Chocobo 600 CP
  168. Like a regular Chocobo, but better. In addition to being gold instead of yellow, this Chocobo runs on water and climbs sheer cliffs. Comes with a regenerating supply of Chocobo feed added to the warehouse and can be stored there.
  169.  
  170. Ultimate Weapon 800 Cp
  171. A VERY powerful version of a mundane weapon of your choice. It also has a special ability that causes it to gain a power boost and become stronger based on the number of jumps you've completed, capped at 50. However, Materia won't grow while it's equipped in this weapon. I want this weapon to have a special ability that makes it stronger, but want a better idea. Maybe it grows based on the number of drawbacks you've taken in the current jump?
  172.  
  173. Materia
  174. The source of magic in this setting. Materia are small, marble sized rocks that are produced as a side effect of Mako technology and then refined and sold to the consumer. Materia can grow stronger over time through use, unlocking new abilities and duplicating itself once it has been mastered. You must have a Materia equipped in a specially designed equipment slot in order to use it. Spell and summon Materia typically effect the wielder physically while equipped, decreasing their physical abilities and increasing their magical ones, and the effect is more pronounced the stronger the type of Materia it is.
  175.  
  176. Cetra recieve a discount on any 3 purchases
  177.  
  178. This section needs better descriptions
  179.  
  180. Basic spell Materia Free
  181. A few simple spell Materia. Spell Materia are green and the spells they give you are the closest to generic magic attacks, such as throwing fireballs at people. Not terribly powerful, but it will help you get started. Contains 1 Fire, Bolt, Ice, and Cure.
  182.  
  183. Basic support Materia 100 CP Free Scientist
  184. Support Materia are blue and can produce additional affects when equipped with other Materia, such as enabling spells to affect multiple targets or adding an element to your physical attacks. However, they are useless on their own and can't be attached to independent Materia or other support Materia. Contains 3 All, 1 Elemental, and 1 Added-Effect.
  185.  
  186. Basic Command Materia 100 CP Free Mercenary
  187. Command Materia are yellow and enables you to perform new actions, such as stealing or performing a physical attack that either misses or crits. They also often don't use MP. Contains 1 Sense, Steal, and Deathblow.
  188.  
  189. Basic Independent Materia 100 CP Free Drop-in
  190. Purple Materia that can't be combined with other Materia and usually confers passive boosts to the user. Contains 1 Cover, HP Plus, and Pre-emptive.
  191.  
  192. Basic Summoning Materia 100 CP Free Cetra
  193. Red Materia that can summon powerful beings that hang around long enough to unleash a single attack. Extremely powerful, but uses an enormous amount of MP and can't be used very frequently until it grows stronger. Contains the Choco/Mog, Shiva, and Ifrit Materia.
  194.  
  195. Status Spell Materia 100 CP
  196. Spell Materia focused on status altering. Gives you Seal, Mystify, and Transform.
  197.  
  198. Long Range 100 CP
  199. An independent Materia, your physical attacks can hit targets at a range of 20 meters. How? Magic.
  200.  
  201. Enemy Away 100 CP
  202. An independent Materia, monsters and other aggressive sorts will be less attracted to you. Only prevents random attacks, doesn't work on people who are looking for you or keep guards from attacking you if you're somewhere you shouldn't be.
  203.  
  204. Sense 100 CP
  205. A command Materia, enables you to learn details about a target such as their name, weaknesses, and how much health they have left.
  206.  
  207. Toss 100 CP
  208. A command Materia, you can hurt people by throwing money at them
  209.  
  210. Added Cut 200 CP
  211. A support Materia, allows you to perform an additional physical attack when you use the attached materia.
  212.  
  213. Morph 200 CP
  214. A command Materia, allows you to perform a weak attack that transforms the target into a useful item, or possibly some equipment, if it deals the killing blow. Kind of freaky, to be honest.
  215.  
  216. E-Skill 300 CP
  217. A very veratile command Materia. This enables you to learn certain attacks from monsters after they're used against you. Some of these attacks are extraordinarilly powerful, and the large number of attacks give you a wide range of options. However, this is useless until you find some of these attacks.
  218.  
  219. Mid spell Materia 300 CP Discount Turk
  220. Stronger spell Materia, contains Earth, Destruct and Revive.
  221.  
  222. Advanced Status Materia 300 CP
  223. Stronger spell Materia based on status altering and support. Gives you Time, Seal, and Barrier.
  224.  
  225. Final Attack Materia 300 CP
  226. A support Materia. Allows you to use another Materia automatically when you lose consciousness in battle. Doesn't work if you're killed instantly or if you don't have enough MP to use the equipped Materia. You will never cast a healing spell on enemies or an attack spell on allies. Can only be used once per battle until it grows stronger.
  227.  
  228. Mid Summon 400 CP
  229. Stronger summon Materia, gives you Odin, Leviathan, and Bahamut.
  230.  
  231. Advanced spell Materia 500 CP
  232. Even stronger spell Materia, gives you Flare, Comet, and Shield.
  233.  
  234. Ultima 500 CP
  235. A very strong spell Materia, but useless until it grows somewhat.
  236.  
  237. Advanced Summon 600 CP
  238. Even stronger summon Materia, gives you Alexander, Hades, and Bahamut ZERO.
  239.  
  240. Special Materia
  241. These Materia are very powerful, and Cetra can't get a discount on them.
  242.  
  243. White Materia 300 CP
  244. This is a special version of the White Materia. It is capable of vanquishing any foe, preventing any disaster, and generally solving any problem you or the world you're in may be facing. There's a catch though, this Materia can only be activated by you death. This death will get you sent home, but just before this happens you may fix any "problem" of your choice in the current world. How bad would things have to be for you to use this?
  245.  
  246. Knights of the Round 1000 CP
  247. A really, really freaking powerful summon Materia that allows you to cast Ultimate End. This could probably destroy almost anything you come across. However, the MP cost required to cast this is very high, and having this Materia equipped has a sizable negative affect on your physical abilities.
  248.  
  249. Master Materia 1000 CP (1200 CP Summon)
  250. Choose any type of Materia: Spell, Support, Command, Independent, or Summon. You receive a special Materia that has the combined abilities of every Materia in the same category. It also has no effect, positive or negative, on your stats.
  251.  
  252. Black Materia 1600 CP
  253. A black Materia is a softball sized Materia that needs a fantastically large amount of power to work, but can summon a planet destroying meteor when activated. You almost certainly can't provide the needed energy by yourself, but if you could draw the power from somewhere...
  254.  
  255. Drawbacks
  256. As many as you want, +600 CP maximum
  257.  
  258. Ain't no gettin' off of this train we're on 0 CP
  259. This sets your starting location to Midgar. Upon your arrival in this world, you quickly find yourself a member of AVALANCH. Have fun being part of the plot.
  260.  
  261. RUINED FOREVER 0 CP
  262. You may choose whether Crisis Core, Dirge of Cerebus, Advent Children, and the like are canon to the version of FF7 you landed in. You may make all, none, or some of them canon.
  263.  
  264. Random Enounters +100 CP
  265. You get attacked by monsters really often. REALLY often, you can't go to the bathroom without a random encounter. Overrides Enemy Away Materia if you have it.
  266.  
  267. Why would they be carrying money? +100 CP
  268. For some reason, the monsters you kill don't drop gil and the people you kill never seem to have wallets. Expect to have money troubles. Overrides Loot if you have it.
  269.  
  270. Party Size +200 CP
  271. For the duration of this jump, you can only have 2 companions active at a time instead of the normal 8.
  272.  
  273. No mMteria +200 CP
  274. You can't use Materia for 10 years. Hope your physical attacks are good.
  275.  
  276. Hunted +200 CP
  277. Shinra has decided, for some reason, that it wants you. In order to acquire you, they've sent the Turks after you. The Turks are powerful trained killers and will stop at nothing to accomplish their goals. If the Turks aren't enough, Shinra will throw more of its nearly limitless resources at you.
  278.  
  279. Identity Crisis +300 CP, Drop-in can't take
  280. This drawback does a couple of things. First off, you forget everything from before you entered the world. You still have all your abilities and powers, but you don't remember you have them or how to use them. Second, you know those memories of life in this world your origin gives you? Those actually belonged to someone who died just before you arrived, and you will believe with all your heart that you are this person. Expect trouble if you meet someone who knew that person. Third, the amnesia mentioned earlier isn't absolute, you will periodically have flashes of your old memories and struggle to discern what's real. Also, any companions you bring with you will remember everything and know something's wrong, but will be too scared to tell you anything, causing trust issues.
  281.  
  282. Puppet +300 CP
  283. Somehow, you were injected with some weird cells and have become a puppet for for a powerful figure. He can periodically take control of your body and force you to do whatever he wants. Depending on how powerful you are, this could potentially be very bad. Willpower or similar defenses won't help, his death is the only way to put an end to it.
  284.  
  285. Bonus bosses +600 CP
  286. While they won't come after you and you can fight them whenever you're ready, before your ten years are up you must find and kill 2 very powerful creatures known as Ruby Weapon and Emerald Weapon. If you do not, you will be sent home. This may not seem like a big deal, but they're very powerful. No, really. You know that 1600 CP Knight materia earlier that I said could kill almost anything? They can shrug that off.
  287.  
  288. Good luck.
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