Jumpchain - Demons Souls
Jumpchain - Demons Souls
On the second
day upon earth was planted an irrevocable poison. A soul-devouring demon."
This place was quite lovely once; the grand Kingdom of Boletaria with many
valiant heroes and its King Allant XII who led it to glory and prosperity with
the power of the soul arts. Then he was tempted by the soul arts’ power and
pledged himself to the Old One, an ancient demon that hungers for souls. A
colorless fog soon covered Boletaria and isolated it from the rest of the world.
Eventually one of its knights managed to escape and told tales of demons that
grew stronger with each human soul they devoured. Those with their souls taken
would go mad and attack others adding to the chaos. The power of a mature Demon’s
soul is beyond human imagination. Many were drawn to this land either to save it
or were enticed by the power of souls. You however have something they don't,
1000 CP.
Your soul has been bound to the Nexus. Upon death you will return there as a
phantom with a severe loss in health, leaving behind your body and soul. Should
you die again before you regain your souls or fade away due to intense despair,
your adventures end and you will be sent home. Fortunately no demon shall ever
consume your soul and any curses placed upon you here will be removed at the end
of this jump.
Locations: Roll 1d8 to find out where you are. You may choose a
location for 50 CP.
8. Beyond the Fog Not all of the world was covered by the
colorless fog. And yet the fog slowly
expands until the lands once untouched too
shall be shrouded...
Origins: Your gender stays the same unless you would like to change
it for 50 CP. Roll 1d8+25 for age. You may change it for 50 CP.
Stable Movement (100 CP Free for Wanderer):Not all environments are easy to
move in such as ice, or beams for instance. You don’t care about that because
you can move on them like it was just normal ground. This lets you run on stuff
like ice or wooden beams without falling down.
Thief’s Grace (300 CP Discount for Wanderer):A comparison could be made between
you and a ghost. You have been trained in the art of stealth allowing it to be
easier for you to go unseen by others. This has the added benefit of you
becoming more agile and dextrous, surely that will help in battle.
Move Set (100 CP Free for Knight):You understand how to hold and use many
weapons: halberds, swords, spears, bows, crossbows, and et cetera. However it’s
all rigid as if you’re following from a book. With time you can innovate them
into a fluid combat style.
Knight’s Honor (300 CP Discount for Knight):A lesser person might be encumbered
by the heavy gear they have to wear but not you. Your strength is incredible
making you capable of moving as if you were wearing simple clothes instead. Due
to your training you are skilled in combat and may pick a type of weapon like
you’ve trained with it all your life.
Sage (600 CP Discount for Magician):In magic you have few equals,
many of them brilliant prodigies much like yourself. Your
intelligence improves the damages of your spells. With study you
can turn great souls into powerful spells to be used. Weaker souls
can be used to improve your magic.
Demonbrandt (300)The demon-rending blade that has been passed down through
Boletaria’s Royal Family for generations. It is particularly effective against
demons and forms a matching set with Soulbrandt.
Soulbrandt (300)The soul-rending blade passed down by the Boletarian Royal
Family. Favored by Old King Allant due to its power increasing the more demonic
the user became. Forms a matching set with Demonbrandt.
Northern Regalia (Free if both swords are bought)
The legacy of the of the Old
Boletarian Kings. Not much is known of its origins but its power is known. In
order to use its full power one must be of the side of pure white or pure black.
Storm Ruler (600):A powerful weapon: when swung the very wind will tear asunder
your foes. You require no ancestral spirits nor a monolith forest to have its
full power. Perhaps with time you can do much more? You may instead apply Storm
Ruler’s power to any melee weapon you currently have.
Demon Slayers (600 CP):Your companions are with you. With this you can import 8
of them into this world. They cannot take any origins but each have
400 CP
. They
may not purchase items or take drawbacks.
Canon Companion (200):Perhaps someone here has proven they are worthy of
travelling with you, maybe you just like them. Nevertheless you may bring one
person from this world with you. They have to agree and be alive at the end of
the jump.
Dregling (+600):Boletarian knights are fierce opponents but sent ahead of them
was the army of slaves and conscripts. Given poor equipment and supplies they
were meant to pave the way with their corpses. You are one of them, conscripted
just as Boletaria began its conquest of the nearby kingdom. Here you will be
sent into hellish battlefields until the kingdom has won with only the things
gained in this world. And then the Demons will arrive in force. Only when the
last one has been slain or should you perish may you leave this world.
NG+7 (+600):
Alas the demons were too strong and
have nearly driven humanity to extinction. Their
mightiest heroes were corrupted into hollow
shells of their former selves. The world is
covered in fog and darkness; demons walk freely
consuming whatever souls they find and becoming
ever more powerful. Humanity has fallen in
despair and the Maiden has lost hope. There is no
future here... Or perhaps you can change fate?
Shard of Archstone:
You have had enough of this multiversal journey and want to
return home, keeping all of the things you have gained thus far.
Stay Here:
This doesn’t seem like such a harsh world after all, it’s lovely
enough that you want to stay here instead of going home or moving on.
Duty Fulfilled:
You survived the fog and the horrors within. And now you’re
ready move on and continue your journey.
Notes:
*Umbasa
*Spiritual energy is an acceptable substitute for souls though if they aren’t
lifeforce in nature it will be very inefficient. Around a 3:1 ratio.
are
*There is no canon on what souls actually , so fanwank something.
*Diminishing returns are a thing in Demon’s Souls.
*Enough willpower can nullify the effects a soul might have on one’s personality.
*Northern Regalia requires you to be a really good person or a really bad person.
There is no inbetween.
*Link to spells and miracles:
http://demonssouls.wikidot.com/spells
*In order to count as worthy, a soul must have belonged to someone of great
renown and power. For example a Knight who led the charge into battles many times
over the course of their life, slaying many enemies, and also killing something
much stronger than them like a Giant is acceptable though it will be very weak.
Work up from here.