Magicka JumpChain.pdf - Jumpchain Compliant by Malbutorius...

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Jumpchain Compliant by Malbutorius “Once upon a time in a generic fantasy world (also known as Midgard), a traveller from a different world arrived. Stay a while and listen, and I will tell you their story. A story of Dungeons and Dragons, of Goblins and Orcs, of Ghouls and Ghosts, of Kings and Quests, but most importantly --- of Wizards and Jump --- Well a story of Wizards. Wait why are you turning arou-” “No! Don’t leave! I’ll give you something if you come back! Oh you’re back. Good, good. Since you returned you can have this, 1000 CP (Cheese Points) .” Revival: Death is little more than an inconvenience in these lands, so it wouldn’t precisely be fair if you didn’t benefit from something that literally everyone else does no? When you die, you float around in Niflheim for a couple hours before your jump is considered ended, if someone, whether a friend or a fairy revives you, then you’re alive and well again. Simple no? Of course this trait does not carry after this world, that would be far too powerful for the likes of jumpers!
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The Ten Elements and you: Life: The element of life, heals you for all of your woes. No it does not make you younger, but it sure does make you feel it! As a bonus it harms the undead! Fire: Good old Fire! Very useful for keeping people warm and then they die from burning. Whenever you’re wet you can set yourself on fire so you won’t be soaked anymore! Earth: Sometimes, you just need a big rock to throw at someone, or break down a wall. Either way, this is excellent for all you brute force needs! Lightning: The phenomenal power of electricity! Smite your foes with the power of the sky! WARNING: Do not channel while wet. Cold: A blast of the icy winds of the north, chills your opponents to the bone making it difficult for them to move and freezes water on contact. Water: A surge from the ocean, excellent for parties and knocking people around! It’s like a firehose! Arcane (aka Death): A beam of raw, Magickal energy! Excellent when combined with other elements, giving them range and a bit of a kick! It also heals undead. Shield: Less of an element and more of an intent really, combine this with any other element and create a barrier! Or mines in the case of Arcane or Life. Casting it raw creates a solid, yellowish force field. Steam: Created from combining Water with Fire, great for airing out your pores or for making steamed goblins! Ice: Created from combining Water and Cold, fire several Icicles towards your foes! Perfect for those extreme snowfights!
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Locations: Roll 1d8 to see where you end up in this generic fanta- I mean Midgard. 1: Castle Aldrheim: The home of the Order of Magick. They train the wizards that will one day succeed at saving the world hopefully. Just watch out for friendly fire while you’re here.
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  • Fall '13
  • ProfessorChampolllion
  • Wizards, magick

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