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Jumpchain - Demons Souls

Jumpchain

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0% found this document useful (0 votes)
352 views10 pages

Jumpchain - Demons Souls

Jumpchain

Uploaded by

SadisticSeraph
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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"On the first day man was granted a soul. And with it clarity.

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.

1. Nexus The underground fortress that lies beneath


Boletaria. It holds the souls of would-be
slayers in hopes that one of them can
succeed in lulling the Old One back to its
slumber. The Maiden and the last Monumental
stays here along with many other survivors.

2. Boletarian Palace The Capital of Boletaria. It was once home


to many heroes but as of late only the mad,
the demons, and their False King remain in
this grand city.

3. Stonefang Mine The Tunnel City. It is said that in these


caves there is a shrine to a Dragon. The
flames there are said to be the very
essence from which blacksmithing was begun.

4. Valley of Defilement Home of the abused, diseased, and


neglected. The dumping ground for the
unholy and wretched of the kingdom. Those
that still live will attack visitors to get
souls for their Maiden in white.

5. Tower of Latria A shrine dedicated to the Ivory Queen in


neighboring lands to Boletaria. The Queen's
consort, who was cast out, returned with an
army of Demons and overthrew the Queen. The
Tower was turned into a prison and its
prisoners are used as sustenance and test
subjects for experiments.

6. Shrine of Storms The tomb of many heroes and soldiers,


surrounded by many flying beasts. A tribe
worshipped their gods here until they all
died out. The demons here find the skeletal
remains to be suitable for their purposes.

7. Free Pick You may pick where you end up in this


wretched world.

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.

Wanderer (Free): A stranger in strange lands. You did not


brave the fogs nor were you here from
the start. Yet here you are gifted with
luck and dexterity.

Knight (100 CP) When Boletaria began its conquest of


neighboring kingdoms, you were there
among your fellow knights leading the
charge. When the demons came to devour
your countrymen, you did your best to
stop them. It wasn’t enough but no one
can claim you are not a mighty fighter.

Magician (100 CP) Magic is a source of suspicion and its


practitioners are said to be in league
with the demons. However those that
scorn it know all too well about the
power Magicians have.

Priest (100 CP) A servant of God. You are a priest


trained in the way of Miracles,
blessings from the Lord. Times might
seem bleak but you have faith. And that
is enough.
Perks:

Soul Gathering (Free): ​


To the victor goes the spoils. Whenever you slay someone
worthy their soul will be dropped nearby for you to pick up. If they aren’t then
the weaker souls are automatically picked up. ​
This perk is not mandatory should
you not take it you will not get any souls when any enemies are slain.

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.

Inner Self (600 CP Discount for Wanderer):​Much like the Maiden,


you can use the souls of great beasts, heroes, or villains to give
others a part of their powers. Beware though for the nature of the
soul can change the person you are using it on. Weaker souls can
only upgrade someone’s abilities. You can use this on yourself.

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.

Soulcraft (600 CP Discount for Knight):​With the souls of strong


opponents, you may forge great weapons and armor out of them. Of
course you can craft with lesser souls but the product won’t be
that great. The weaker souls can only be used to upgrade things
instead. You instinctively understand how to use anything you made.
Heightened Capacity (100 CP Free for Magician): ​
Magic requires those that use it
to be more than just dumb brutes. This is reflected on you improving your
intelligence and as a direct result your mana capacity. You can cast some basic
spells (Flame Toss, Soul Arrow, and Water Veil) without them failing on you.

Acolyte’s Knowledge (300 CP Discount for Magician): ​


You’re not a fool dabbling
in magic, no not at all. Whereas some amateur might remember to cast a spell or
two you are well-versed in magic. It seems that your constant studies has
improved the damage of your spells.

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.

Simple Belief (100 CP Free for Priest): ​


There is something you believe in
whether it is a belief or a deity. Once a goal is set it becomes hard for others
to sway you from your cause. As a result your willpower and determination is
also improved. You also understand to use the miracle Heal.

Faith’s Reward (300 CP Discount for Priest): ​


When one has faith miracles can
happen. Your dedication and faith has allowed to you to understand the blessings
of God and as such improved their potency. Due to your dedication your will has
been improved and miracles cost less when used.

Seventh Saint (600 CP Discount for Priest):​None can doubt your


faith for surely you have been blessed by God. Any holy powers you
have are amplified . Should you have a great soul to study you may
convert it into a miracle. The weaker souls can be used to improve
any faith powers you have.
Items:

Starting gear (Free):​Equipment as befitting of your position.


*Wanderer - ​
Leather armor, falchion dagger, and a wooden shield.
*Knight - ​
Fluted armor, longsword, mailbreaker, and a kite shield.
*Magician - ​
Wizard clothes, short sword, wooden catalyst, leather shield.
*Priest - ​
Mirdan armor, halberd, talisman of god, and a heater shield.

Bag of Grass (50 - 100 CP): ​


You have a bag of crescent moon grass that refills
every third day. When consumed it will restore some health. Has enough grass for
10 uses. For an extra ​
50 CP​it becomes full moon grass which heals much more
and refills every second day.

Bag of Spice (50 - 100 CP): ​


A bag of fresh spice restores mana when consumed.
There is enough for 10 uses and refills every third day. For an additional ​
50 CP
it becomes old spice which restores more when eaten. Also useful for cooking.

Turpentine (50 - 100 CP): ​


Resin collected from a pine tree. Amazingly when
applied to weapons it covers it on fire for a minute. You get a small pouch of
them that has enough for 4 use per day. For an extra ​
50 CP​the turpentine was
harvested from a black pine tree, making the flame much stronger.

Ed’s Grindstone (100 CP): ​


A sharpening stone used by the Blacksmith of
Stonefang, Ed. When used on a weapon it restores its durability and reduces the
wear and tear on it. You get enough for 5 uses a day.

Throwing Knives (100 CP Discount for Wanderer): ​


An infinite supply of throwing
knives. Doesn’t do much damage but makes for a decent hold-out weapon.

Thief’s Ring (200 CP Discount for Wanderer): ​


An ancient sapphire ring that
subdues your presence, making it difficult for enemies to notice you.

Firebombs (100 CP Discount for Knight): ​


A bag of firebombs, enough for 5 uses.
Refills 1 firebomb every hour. Predictably throwing it produces a large flame.

Eternal Warrior Ring (200 CP Discount for Knight): ​


An old bronze ring that once
belonged to Old King Doran. When worn it allows the wearer to recover their
stamina faster.
Sticky White Stuff (100 CP Discount for Magician): ​
A sticky, white, wax-like
substance. When applied to a weapon it causes to shine bright and inflict
magical damage upon the target. Has enough for four uses, slowly refills one per
hour. Also comes with a nice vial.

Fragrant Ring (200 Discount for Magician): ​


A nobleman's ring, forged with
spices. Recovers mana slowly over time when worn.

Ring of Magical Dullness (100 CP Discount for Priest): ​


A soft ring bearing a
light green seal made by Geri, a friend of Sage Freke; when worn the user’s
defense against magic is increased but at a cost to their magical attack power.

Ring of Sincere Prayer (200 CP Discount for Priest): ​


A ring said to have been
found by the young Sixth Saint Astraea. When worn the wearer’s miracles powers
are said to be increased.

Blue Eye Stone (200 CP): ​


Proof you have been accepted as a demon slayer by the
monumental. When used in Soul form you are summoned to another world to assist
that slayer in their quest to slay a demon. Should you succeed you will regain
your mortal body. Outside of this jump you may use this to summon blue phantoms
to aid you twice every ten years.

Black Eye Stone (200 CP): ​


Proof of a corrupted human, when used in Soul form you
invade another person’s world to take their soul and regain your mortal body.
Outside of this jump you may use this to summon invaders to attack someone you
have met twice every ten years.

Stone of Ephemeral Eyes (300 CP): ​


Can only be used in Soul form and when used it
allows you to regain your body. Outside of this jump it allows you to cheat
death once before crumbling away and is lost.

Ring of Avarice (400 CP): ​


This ring is a symbol of wealth and debauchery. Fitted
with a large jewel it allows the user to obtain more souls when slaying enemies.

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.

Nexial Shard (600):​



A fragment of the Nexus that runs beneath all of Boletaria. When
placed down in a spot it shall sink into the ground, slowly forming the great
underground fortress. After a week or so an archstone will be placed on its original
spot allowing you to teleport to the Nexus. There you may set up other archstones.
Hide them well for anyone can use them. You get a new shard when the old one is used
after 10 years. It cannot be used in the Warehouse.

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.

Fellow Slayer (100-300 CP): ​


A friend to keep you company in this harsh world.
They may select any origin other than ​
Wanderer ​
and receive the free perk.​​
For
every ​
100 CP​you spend they get ​
200 CP​to spend. You can also import companions
using this. They cannot take drawbacks.

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.

Drawbacks (Maximum of 600):

Bad Graphics (+100): ​


Everything seems so awful and clunky. The colors are a bit
off and people don’t open their mouths when talking. And just when it seems you
get used to it, the visuals and sounds get even worse.

Barred Entry (+100): ​


When the end came, everyone cowered and hid. This means
that any door you come across happens to be locked and you often have to find
the key before you can open them. Yes even if it’s a window. Also they’re
unbreakable somehow, this includes the walls.
Soulless (+200 CP): ​
It would seem nothing in the world has any souls to give.
This means that you shall never obtain a soul during your stay here. On top of
that no one seems to drop any good equipment.

Sudden Surprise (+200 CP): ​


Your foes are not idiots waiting for the slaughter
instead they are cunning. They are capable of waiting for inopportune moments
for them to attack. On top of that they really enjoy hiding near doorways and on
top of ledges to ambush you.

Feeling a bit blue (+200 CP): ​


While the body might be gone but the spirit
remains. However even that can disappear should one give into despair. You have
not lost hope yet but you see how pointless everything is. It makes you want to
sit around and wait for the inevitable to happen...

Cursed Mark (+300 CP): ​


It is said that if demon’s souls corrupt one. Nonetheless
many are tempted by the powers they possess and will seek them no matter the
cost. You have the appearance of a demon, nothing can change that. Expect many
demon slayers to come after you and for no one to trust you.

Sluggish Controls (+300 CP): ​


It can be said that you’re sloth. Everyone seems to
move so fast as if you were stuck in molasses. You move a lot slower and your
reflexes are dulled. On top of that you always seem a second too slow.

Black Phantom Party (+300):​Your world is the prime hunting


ground for invaders. They will invade constantly in attempt to
take your souls. Maybe three an hour if you’re lucky, but you’re
not. Oh no there will be far more and all experienced killers on
top of that.

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.

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