Guild Wars 2 Jumpchain
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Guild Wars 2 Jumpchain by GW2anon Welcome, traveler, to the world of Tyria! A land of magic and science, with nations held together by a tenuous peace after years of warfare after the threat of immeasurably powerful forces of nature known as Elder Dragons have begun to stir and threaten the entire world. Fortunately, not all six of these dragons are fully active yet, though their influence is corrupting the land and its inhabitants around them into fearsome minions as the dragons themselves devour all of the magic they can get to. You arrive in the year 1324 AE, one year before the one who will one day become the Pact Commander becomes active in the world in their quest to defeat the Elder Dragons. In your ten years here, you’ll likely see great changes to the world, whether as the result of the Elder Dragons’ influence or your own interference. Will you be the one to save Tyria, or will you see it destroyed? To help you out on your journey, have 1000 Hero Points to get yourself started: [1000 HP] Good luck, and try not to get killed before you do anything interesting. [BACKGROUND] Age is 17 + 1d8, or 50CP so choose. Gender can be changed for free. Drop In: You arrive in Tyria with no memories, but also no new friends or tragic emotional baggage to sort out through a series of quests. NPC: While you have a life already in Tyria, yours has not been one fraught with danger and excitement. You have been, for all intents and purposes, a background character. Maybe you’ve been a simple merchant or a trade person. Don’t expect any exciting adventures to be thrust in your lap unless you go searching for them. PC: I hope you’re ready for this. With this option, in addition to starting your life in Tyria with a full set of memories, you’ll have slight control over your life up to this point, as provided through a series of simple multiple choice questionnaires. However, taking this option has you take over the path of fate that would ordinarily belong to the person who would one day become the Pact Commander. Take this option if you want fate to guide you towards important events, but be warned that this path is dangerous. [RACES] Tyria is a world of diverse races, and at the start of the story there are 5 main races that are in power. Pick one race for free. Races get their 100HP ability for free, and the rest at half cost. There are no canonical examples of mixed-race characters, though you may take options from outside your race if you would like. An Asura that glows like a Sylvari will probably be assumed to have spent a little too much time around the Radiation Laboratories. ASURA – Tiny technological geniuses, the Asura have built incredible wonders. Though short in stature, the Asura are the leaders of science and technology, including magitechnology. Driven from their underground homes by the awakening of the Great Destroyer hundreds of years ago, the metal city of Rata Sum is their only major active stronghold. Size Doesn’t Matter (100HP) – Despite their diminutive stature, Asura have no trouble keeping up with the larger races of tyria. Your size will never impede your speed, and as a bonus, you’re better at making precise jumps. Associate’s in Magitechnology (200HP) – You have a broad, general knowledge covering the basics of the study of Magitechnology. Though you won’t be performing any miracles or revolutionizing any fields (though in Asuran society, fields can get revolutionized several times a week), this provides the ability to use and even create some more simple Asuran inventions such as simple forcefields and small hovering objects. Master’s in Magitechnology (400HP) – This provides a much more in depth study of magitechnology, allowing you to delve into more serious fields such as golemancy and energy research. With time, you might be able to understand and recreate the Asura Gate network, which provides instantaneous travel between any gates that have been linked together. CHARR – Large bipedal cat people, the horned Charr are the largest race physically, and their military might is not to be scoffed at. The original inhabits of Tyria (the continent, not the planet. Yes it’s confusing), the Charr were driven from their homes centuries ago by invading humans, but there is a tentative peace now. HUMAN – Formerly the most powerful race in Tyria, their continent spanning empires have fallen, leaving only Kryta as their last functioning government. Humans were the primary worshippers of the Six Gods, who left Tyria centuries ago, and they have not fared well since. Humans are one of the most diverse races in Tyria however, and before they fell, human empires were some of the greatest the world had seen. NORN – Big SYLVARI – The youngest race in Tyria, Sylvari resemble green humans, but with various plantlife approximating a hairstyle. All Sylvari are sprouted from the Pale Tree in The Grove, and before they’re awakened they go through a dreamlike state where their purpose in life and general knowledge of the world, such as language and common wisdom, is implanted into them. Curious and unsure of their place in the world, the Sylvari can be seen in a myriad of professions, each trying to find where they fit into the world. Bioluminescence (100) – Sylvari possess the ability to activate a bioluminescent glow when it’s dark out. Feel free to choose the color of your glow, though no matter the color it’ll be less effective than a torch. The glow can be turned off also if you want. Dream of Dreams (200) – Before Sylvari emerge from the seed pods of the Pale Tree, they experience a dreamlike state composed of the memories and experiences of all Sylvari, as well as some visions of the future. The most important part of this is the quest that all Sylvari receive, ranging from defeating a single foe, all the way up to cleansing an entire continent of a dragon’s corruption. With this perk, you’ll be able to assign yourself a quest, and you’ll have determination and drive to keep at it until it’s done. Not to say that you’re forced into having your quest override your entire life, but this perk helps you focus on how to accomplish your goals. You can change your assigned quest once the previous is completed, or when you start a new Jump. Corruption Resistance (400) – For reasons unknown, at least for a few more years, the Sylvari are immune to the corrupting influence of the Elder Dragons. They cannot be raised as undead, don’t turn into Branded creatures in the crystal desert, etc. With this perk, you’ll be completely immune to the influence of the Elder Dragons (even Mordremoth). And, as a bonus, this perk will protect you in future jumps from physical and mental corruption. [PROFESSION] Now then, we can’t have you going into the world without any skills, now can we? There are nine professions to choose from, divided evenly amongst three armor classes: Heavy, Medium, and Light. Much like races, there are no known examples of mixed classes, and it is explained in the lore that it’s more difficult to master more than one school of magic. However, if you want to mix and match parts to suit your own needs, I won’t stop you. Expect to get some strange looks though if in between casting fireballs you pull out a turret that launches nets at your foes. Each class gets different weapon skills to choose from, though each class will use them differently. An Engineer’s glue-shooting, poison-spreading pistol will, in the hands of a Thief, be used to perform sneak attacks and rapid strikes. Each class also gets its own Specializations to enhance their abilities, though only 3 can be active at once, including Elite Specializations. Choose one Profession for free, you get that Profession’s 100HP ability for free and the rest half off. GUARDIAN- REVENANT- WARRIOR- ENGINEER- Weapon Proficiency (100HP) – Engineers are proficient in the use of Rifles, Pistols, and Shields, with the Harpoon gun as their underwater weapon. Their skills are focused on trapping and applying status effects to their foes. Kits and Tools (200HP) – The Engineer can equip a variety of kits to expand their arsenal, each having several effects that can be used in lieu of your normal weapon skills. The kits available are: A Med Kit with a variety of items to heal companions, a Bomb Kit with large timed charges, a Grenade Kit with a variety of grenades on a belt, a Flamethrower, an Elixir Gun with various chemical weapons, a Tool Kit with a fancy wrench, and the Elite Mortar Kit, which can fire small artillery shells. Only a few can be equipped at once, but this can be changed out as needed with some time. Gadgets (200HP) – A number of useful gadgets are available to you, including Rocket Boots, Utility Goggles, and even a Personal Battering Ram. Each gadget has an additional function, such as Slick Shoes normally spraying oil, but having the additional function of briefly increasing your movement speed. Turrets (300HP) – An engineer’s truest friends, a variety of turrets can be quickly deployed to aid you in battle. Each lasts for only a few minutes before needing a moment to cool down. Aside from the Healing Turret, which affects an area around it to heal all allies, each turret automatically locks onto enemies.