A Selection of Combination Settings for Jumpchain

A Selection of Combination Settings for Jumpchain

One Hundred Worlds A Selection of Combination Settings for Jumpchain Version 2.2.1 !!/7+E9O+N4T1 TableTable ofof ContentsContents Introduction 4 6. #antasy Cam(ai)n 35 What’s All This, Then?․․․․․․․․․․․․․․․․․․4 "!. Here 4e Dra)ons․․․․․․․․․․․․․․․․․․'! How To Use This Document․․․․․․․․․․․․․4 "&. 6nheritors o( Steel 5 ire․․․․․․․․․․․․'& 1. Anachronisms 5 "*. Trench and 4la$e․․․․․․․․․․․․․․․․․․'* 1. Stray uture․․․․․․․․․․․․․․․․․․․․․․․․! ",. The Dra)on 8ate․․․․․․․․․․․․․․․․․․', ". #e$ in Tooth and %law․․․․․․․․․․․․․․․& '.. 9ro orma Ars +a)ica 4ellum․․․․․․․4. '. Winds o( %han)e․․․․․․․․․․․․․․․․․․․․* '1. 8rand %horus․․․․․․․․․․․․․․․․․․․․41 4. Daemonic +andate․․․․․․․․․․․․․․․․․․, 7. +enerica 42 -. +elan)e․․․․․․․․․․․․․․․․․․․․․․․․․․1. '". antasy :uest․․․․․․․․․․․․․․․․․․․․4' !. A /ew %hallen)er A00roaches․․․․․․․․11 ''. ;enture orth․․․․․․․․․․․․․․․․․․․․․44 2. Behind the Veil 12 '4. :uest (or Deli<erance․․․․․․․․․․․․․․4- &. Hi$$en Thin)s․․․․․․․․․․․․․․․․․․․․․1' '-. Dun)eon Del<ers․․․․․․․․․․․․․․․․․․4! *. 1iminal․․․․․․․․․․․․․․․․․․․․․․․․․․14 '!. Summone$ Hero Sa)a․․․․․․․․․․․․․․4& ,. #ea$y? i)ht2․․․․․․․․․․․․․․․․․․․․․․1- 8. -eroes and Villains 48 1.. %ar0e /octem․․․․․․․․․․․․․․․․․․․․1! '&. 4attle o( Wits․․․․․․․․․․․․․․․․․․․․․4, 11. 3ccult Arcanum․․․․․․․․․․․․․․․․․․1& '*. 8uns and 8a$)ets․․․․․․․․․․․․․․․․․-. 1". Unearthly Threats․․․․․․․․․․․․․․․․․1* ',. A00ro0riate +easures․․․․․․․․․․․․․․-1 3. Chemicals & Circuitry 19 4.. Tarnishe$ A)e․․․․․․․․․․․․․․․․․․․․-" 1'. Dreams in Di)ital․․․․․․․․․․․․․․․․․". 41. +ahou no +a=o>u․․․․․․․․․․․․․․․․-' 14. Han$s o( Steel․․․․․․․․․․․․․․․․․․․․"1 4". %a0es 5 S0ande?․․․․․․․․․․․․․․․․․․-4 1-. 4ootstra00e$․․․․․․․․․․․․․․․․․․․․․"" 9. It.s the $nd of the /orld 55 1!. %⊕Si․․․․․․․․․․․․․․․․․․․․․․․․․․․"' 4'. Wastrels․․․․․․․․․․․․․․․․․․․․․․․․․-! 4. !ark #antasy 24 44. ;i)or +ortis․․․․․․․․․․․․․․․․․․․․․-& 1&. Ashes, 4loo$, 5 6ron․․․․․․․․․․․․․․․"- 4-. @one$․․․․․․․․․․․․․․․․․․․․․․․․․․․-* 1*. War$en’s Roa$․․․․․․․․․․․․․․․․․․․․"! 4!. The /ew lesh․․․․․․․․․․․․․․․․․․․․-, 1,. Telos․․․․․․․․․․․․․․․․․․․․․․․․․․․․"& 10. 0ast 1ites '& ".. +or$ant․․․․․․․․․․․․․․․․․․․․․․․․․"* 4&. Restless S0irits․․․․․․․․․․․․․․․․․․․․!1 "1. 7in)$om o( 1ost Souls․․․․․․․․․․․․․", 4*. As AAo<e, So 4elow․․․․․․․․․․․․․․․․!" 5. $ldritch $nemies% 30 4,. Remnants Bcumenical․․․․․․․․․․․․․․!' "". A +a$$er Worl$․․․․․․․․․․․․․․․․․․'1 -.. Hea<en or Hell, 1et’s Roc>․․․․․․․․․․․!4 "'. 6n Search o( Answers․․․․․․․․․․․․․․․'" "4. %ast in Sha$ow․․․․․․․․․․․․․․․․․․․'' "-. 8rim Remnants․․․․․․․․․․․․․․․․․․․'4 2 11. 2a)ical 1ealms 65 16. 7ilver Bullets% * -1. Animal 7in)$oms․․․․․․․․․․․․․․․․․!! &*. The SwiEly #isin) /i)ht․․․․․․․․․․․․,* -". amily +atters․․․․․․․․․․․․․․․․․․․․!& &,. Dust and /i)htmares․․․․․․․․․․․․․․․,, -'. aAle$ %oronation․․․․․․․․․․․․․․․․․!* *.. B?tranormal orces․․․․․․․․․․․․․․․1.. -4. Towers o( +a)ic․․․․․․․․․․․․․․․․․․․!, *1. To War With Hell․․․․․․․․․․․․․․․․․1.1 --. /e?us․․․․․․․․․․․․․․․․․․․․․․․․․․․&. 17. 9e 0ong /ar% 102 -!. Stran)er Wa>es․․․․․․․․․․․․․․․․․․․&1 *". Ami$ the Tumult․․․․․․․․․․․․․․․․․1.' -&. @e0hyr S>ies․․․․․․․․․․․․․․․․․․․․․&" *'. An B<olution o( %onflict․․․․․․․․․․․1.4 12. 3o 4lace 0ike -ome 73 *4. War in Hea<en․․․․․․․․․․․․․․․․․․․1.- -*. Or$inary 1i(e․․․․․․․․․․․․․․․․․․․․․&4 *-. Titanomachy․․․․․․․․․․․․․․․․․․․․1.! -,. 7ni)hts’ %o$e Duello․․․․․․․․․․․․․․&- *!. 4itter +eans to 4itter Ends․․․․․․․․․1.& !.. Hi)hCSta>es Archaeology․․․․․․․․․․․&! 18. Visions of !ysto(ia 108 !1. 1icense to 7ill․․․․․․․․․․․․․․․․․․․․&& *&. +ilGuetoast Anarchy․․․․․․․․․․․․․․1., !". 4ump in the /i)ht․․․․․․․․․․․․․․․․․&* **. +onument to #uin․․․․․․․․․․․․․․․11. !'. #un 5 8un․․․․․․․․․․․․․․․․․․․․․․․&, *,. Bthics Wai<ers․․․․․․․․․․․․․․․․․․․111 13. 5chasen% ,& ,.. 1eviathan +ani(est․․․․․․․․․․․․․․․11" !4. Honor’s B$)e․․․․․․․․․․․․․․․․․․․․․*1 19. :enocide% 113 !-. Dokai)o․․․․․․․․․․․․․․․․․․․․․․․․․*" ,1. They Walk Amon) Us․․․․․․․․․․․․․114 !!. Theatre o( War․․․․․․․․․․․․․․․․․․․․*' ,". 6nva$ers +ust Die․․․․․․․․․․․․․․․․11- !&. Reli)ious #ac>et․․․․․․․․․․․․․․․․․․*4 ,'. Hanitorial En)ineer․․․․․․․․․․․․․․․․11! 14. 6uasar 7tellaria 85 ,4. 30en Season․․․․․․․․․․․․․․․․․․․․11& !*. ree S0ace․․․․․․․․․․․․․․․․․․․․․․․*! ,-. B?tinction Wars․․․․․․․․․․․․․․․․․․11* !,. Star 7in)$oms․․․․․․․․․․․․․․․․․․․․*& 20. ;enith 119 &.. Across the Sands, Thunder․․․․․․․․․․** ,!. %hallen)e o( aith․․․․․․․․․․․․․․․․1". &1. A 4ol$ 9eace․․․․․․․․․․․․․․․․․․․․․*, ,&. %limA The Tower․․․․․․․․․․․․․․․․․1"1 &". A$ ;ance․․․․․․․․․․․․․․․․․․․․․․․․,. ,*. Dao o( %ultivation․․․․․․․․․․․․․․․․1"" &'. S0ace antasy․․․․․․․․․․․․․․․․․․․․․,1 ,,. :uestant Re)alia․․․․․․․․․․․․․․․․․1"' 15. 1efuge in the 2undane% 92 1... Ha)annath’s Door․․․․․․․․․․․․․․․․1"4 &4. %om(y +o$ern antasy 1i(e․․․․․․․․․,' 3otes 125 &-. The 3stian Bm0ire 7nocks․․․․․․․․․․,4 A:․․․․․․․․․․․․․․․․․․․․․․․․․․․․․․1"- &!. Hi)h %aliAer antasy․․․․․․․․․․․․․․․,- %omin) Soon․․․․․․․․․․․․․․․․․․․․․․․1"- &&. airy 9un>․․․․․․․․․․․․․․․․․․․․․․․,! %han)elog․․․․․․․․․․․․․․․․․․․․․․․․․1"- 3 IntroductionIntroduction What’s All This, Then? This is a selection of combined jumps, settings for those interested in new worlds. Each original setting is composed of elements, themes, tones, etc. of its constituent jumps’ canonical settings, blended together in a way that hopefully creates a fertile place for stories to occur. Each combination has its own page, with a brief description of what makes the world unique, what sorts of adventures one may have there, and challenges a jumper may face. Most of these are pastiches – similar settings blended together for a world composed of common cliches and tropes. These 100 combinations are sorted into 20 groups that share similar setting or story qualities. Despite similarities, each visit to a combination in the same group will be to an entirely new world. The intended exceptions to this are groups that make up a single timeline (marked with a †), but you might find other worlds fit together to make an unexpectedly compelling timeline. How To Use This ocument This document is 125 pages long, and ain’t nobody got time for that. Jumpchain is a single player imagination game, and I can’t tell you you’re doing it wrong. But I can tell you how this document was intended to be used. Rather than reading through the whole thing, the Table of Contents features hyperlink entries, and there should be a panel to jump to different sections and entries in your PDF viewer’s user interface. It was mentioned above that there are 100 combination listings in 20 categories. This was by design. There are two ways to select a combination at random. For less control and more unexpected results, roll 1d100 and use that setting. For more control over where one jumps, roll 1d20 to determine a category, and pick your favorite from it. Then use the Table of Contents or your PDF viewer’s bookmark bar to go directly to where you need. Either method will quickly get your jumper to an original world. These worlds are, in most cases, left largely undefined and intentionally under-developed. These are starting points to do some world- building, develop an interesting cast of original characters, and come up with new stories. 4 1.1. AnachronismsAnachronisms anachronism (countable and uncountable, plural anachronisms) 1. A chronological mistake; the erroneous dating of an event, circumstance, or object. 2. A person or thing which seems to belong to a different time or period of time. These worlds often feature strange combinations of magic, technologies, and culture. The chaotic blend of apparently disconnected elements should lead to an interesting world by putting the focus on the juxtaposition of rarely connected setting elements and themes. Besides the coexistence of magic and technology, you may find the way these things are treated is different than you’d expect. Magic may be the subject of intense study and experimentation, while technology is treated with mysticism or reverence. This can lead to magitech: either as magical technology, or technological magic. Technology levels may differ wildly from area to area, or co-exist in the same area, without apparent rhyme or reason. “Pilot the hover craft closer, I want to hit them with my sword,” is a phrase that comes to mind. For internal consistency, there should be reasons for technological disparities and quirks to exist. With unequal developments in technology and magic should come inequalities in social dimensions as well. A group that has access to a recharging station can make better use of laser guns than one that has to use swords – in a conflict, one will probably end up on top. If a city has a rare water purifier, they’re probably going to be fundamentally different than the city that has to rely on catching rain for drinking water. Not all anachronisms are equal, obviously. There is a wide range of combinations of possible magic, technology, etc. Maybe swords get used because laser pistols are hard to charge – or maybe magical warriors with swords easily outclass regular people with lasers. On the whole, it’s nearly impossible to predict what a person could come across in worlds such as these – dinosaurs and robots are equally likely encounters. Or a robot riding a dinosaur. Or vice-versa. And such encounters might be hostile, or friendly, depending on the individual world. This means that the interpretation of the world is even more malleable than other settings. 5 1. Stray Future “The love of wilderness is more than a hunger for what is always beyond reach; it is also an expression of loyalty to the earth, the earth which bore us and sustains us, the only paradise we shall ever know, the only paradise we ever need, if only we had the eyes to see.” ― Edward Abbey CATastrophe Kemonomimi Fun in the

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