GENSOU SUIKODEN Jump Chain CYOA (WIP) By: KarmaFalcon In the beginning, there was only "darkness." Then, out of loneliness, the "darkness" shed a "tear." From that "tear," the brothers Sword and Shield were born. Sword bragged that he could slice through anything. Shield claimed that he could defend against any attack. Then the brothers began a legendary battle that lasted seven days and seven nights. At the end, Sword cut Shield and Shield smashed Sword. Sword became the sky, Shield became the earth, and the sparks from the battle became the stars. As for the jewels that adorned both, they fell to the ground and became the True Runes­­The runes that all other runes were born from. Simple though it may be, that is the origin story to the world you now find yourself in, Jumper. A world where these 27 True Runes work with and against each other to ever keep the balance of the world... for without even one of them, the balance would shatter and the world would fall to nothingness. It is a world where, in times of strife, the 108 Stars of Destiny will shine in the sky and bless their chosen avatars, and when all are brought together great miracles can happen and a new chapter of History is made! Ah, but where are my manners? I am called Schtolteheim Reinbach XIII, a historian and minor noble of the Island Nations. I have been chosen by your benefactor to teach you of my world and help you get started. But before we do, I have something for you. Please, take these with my blessing, a gift between newly made friends! +1000 CP And now, without further ado, let us begin! As they say, a journey of a thousand miles begins with a single step, so let this journey of ten years begin with one as well. ERA: Roll 1d6 to see where in Time and Space you end up. You always begin two years prior to the beginning of events, giving you ample time to set yourself up for the coming war. Alternatively, you may pay 100 CP to choose. 1: Island Liberation War (Suikoden IV): Circa 300, Island Nations. One of the earliest known instances of the 108 Stars gathering, this war involved the True Rune of Punishment and began a new era for the Island Nations. (Also a personal favorite of mine, due to my Honored Ancestor joining in said war, but I digress.) You begin in the town of Razril, home of the Gaean Knights. 2: Sun Rune War (Suikoden V): Circa 447, Queendom of Falena. You arrive just as Queen Arshtat unleashes her judgment upon the town of Lordlake, kicking off a series of events that lead into the Sun Rune War. Oddly enough, several names of those involved seem to tie heavily in later wars to come. Truly, the 108 Stars of Destiny have a tendency to play favorites. It is entirely possible to involve yourself in the Gate Rune War as well, if you so choose. You begin in the capitol city of the Queendom, Sol­Falena. 3: Gate Rune War (Suikoden I): Circa 451, Scarlet Moon Empire. Also known as the Toran Liberation War, this was a civil war within the Scarlet Moon Empire and its territories, where both sides were backed by one who wielded half of the True Gate Rune. As well, the leader figures of both sides held True Runes of their own. Tir McDohl, with his True Rune of Life and Death, and Emperor Barbarossa with his True Sovereign Rune. One of the first known wars where several True Runes came into play on either side, as well as one where several key players would show up in the wars to follow. It is entirely possible to involve yourself in the Dunan Unification War as well, if you so choose. You begin in Gregminster, the seat of the Scarlet Moon Empire. 4: Dunan Unification War (Suikoden II): Circa 458, City­States of Jowston (Later coined the Dunan Republic). A fierce war involving the later named Dunan Republic and the Highland Army, this war not only held multiple True Runes on either side, but was also one where several key players from the Gate Rune War stepped back into the history books to assist. Even the former hero, Tir McDohl, had been rumored to assist the Dunan Army in their fight against the True Beast Rune wielder, Prince Luca Blight. You begin the game in the Highland city of Kyaro. 5: Second Fire Bringer War (Suikoden III): Circa 473, Grasslands. A war in which history tried to repeat itself, but the 108 Stars of Destiny were able to guide their forces to breaking a vicious cycle. The Elemental True Runes, building blocks of our world, played prominently in this war as their leader, bearing the True Fire Rune, took up the name Flame Champion to unite not just the Grassland Clans, but the neighboring kingdom of Zexen as well against the encroaching forces of Holy Harmonia. Many seem unsure as to the true identity of the Flame Champion or who actually lead the forces to victory, curiously enough. You begin in a rundown castle on the Grasslands overlooking a great lake. 6: Your Choice! Choose which Era you would like to be embroiled in! BACKGROUNDS: Roll 2d8+14 to determine your age and keep your current gender. Alternatively, pay 50 CP each to choose both. RACE: The world of Suikoden is blessed with a diverse selection of races, from the common humans to the curious Nay­Kobolds. Roll 1d12 to choose your race, or you may simply opt out of rolling to be a simple human. Alternatively, you may pay 50 CP in order to choose without rolling. Humans do not get a free racial Perk. Racial perks may only be taken by the designated Race. 1: Elf ­ Traditionally, elves want nothing to do with the affairs of humans, since getting involved usually means preparing for war. You are one of the few who have left the world of traditions and isolationism behind to seek out your own destiny, but do not be surprised if others of your kind are sent out to talk sense into you. Free Racial Perk: Treeborne: You have a strong tie to all things green and growing. You hear the voice of nature, as such animals and plants are a lot more willing to treat you kindly. If they are sentient/sapient, then you have your foot in the door when it comes to good relations... so long as you didn't shoot first and ask questions later. The downside? You know if natural creatures and plants have been harmed or hurt the moment it happens within your sphere of influence (30 feet), so try to avoid logging camps or popular hunting spots unless you have to be there. 2: Dwarf ­ Miners and craftsmen unlike most have ever seen, they are also great engineers and sturdy warriors. Many are those who travel the world to seek out their own fortune, so none would really bat their eye at you. Be prepared for a stiff neck from looking up at everyone though. Free Racial Perk: Child of Stone: As elves are with all things green and growing, you are tied to the earth's skin and bones. Stone and metal in all it's forms and permutations whispers to you, allowing you to find weaknesses, hidden doors, as well as ideal spots to mine for precious ore and gems. This means yes, you CAN critique that ancient castle on it's stonework... and dig a tunnel from one end of the continent to the other with little problems. 3: Kobold ­ Canine warriors of great strength and capability, their animalistic features and speech tend to make many think they are either savages or simply dim. Of course, those who underestimate a kobold warrior usually finds themselves on the wrong side of a sword. Sneaking up on one is quite difficult due to their enhanced senses of hearing and smell. Free Racial Perk: Warhowl: A proper kobold warrior knows that the best way to fight an enemy is striking fear in their heart and bolstering your allies. You do this with an awe­inspiring howl that strikes a primal fear of wild beasts into the hearts of your foes and inspires your allies to strike with the swiftness and cunning of a good pack. 4: Winged Horde ­ With great, bat­like wings and clawed feet, the winged horde, or wingers, have had a long history of mistreatment at the hands of humans. Yet when they were forced from their mountain homes due to heavy mining, a human hero named Genkaku granted them a place to call their own. Capable of flight and great speed, many are those who have turned to thievery or assassin arts as their mark on the world. Free Racial Perk: Aerial Superiority: Basically the power to FLY. Short, sweet, to the point. What? You were expecting more? Well... fine. You fly WELL. Aerial superiority means you are a superior flyer, despite the bulky look of your wings you can fly with surprising speed and grace. And yes, you can do a barrel roll. Stop listening to talking rabbits. 5: Lizard ­ Humanoid lizard men who live in the Grasslands, these are proud warriors who have no difficulty navigating their labyrinthine cavern home. Traditionally, they wield pinwheel­like spears which can be used to pierce, slash or even pin an opponent due to the unique way the blades spin.
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