CYOA Jumpchain - Campione
CYOA Jumpchain - Campione
CYOA Jumpchain - Campione
Since he can kill a celestial being, he can therefore call on the sacrosanct, divine
powers wielded by the gods.
Or so it goes the saying. Welcome the world of Campione! In this world, Gods
are real, they have existed since the immemorial alongside mankind, constantly
changing in name and powers as human perception and beliefs shaped them,
giving them birth. The Gods’ influence allowed mankind to use magic and
miracles on their own. However, being shackled down to mortal’s desires didn’t
sit all too well with some, thus ‘Heretic Gods’ were born, coming out of their
myths to the mortal realm, in an effort to change their legends and causing all
kinds of mayhem by the simple act of existing in that plane.
However, the Goddess Pandora used her Circle of Usurpation to create the
Campione blessing, in which humans that managed to kill a Heretic God would
be rewarded with the [Authorities] of those slayed Gods, as well as some other
advantages upon doing the deed.
In the present day, most of humanity goes in their life as always, unknowing of
the magic and gods present in the shadows. Soon, in a week’s time, Kusanagi
Godou a mostly normal japanese teenager, will receive the ‘Tome of Prometheus’
and embark in a journey to Italy with the mission of giving it back to Lucrentia
Zola. However, this will lead him to meet Erica Blandelli and live a success of
strange events that end up with him becoming the seventh Campine of this
generation… That’s it, unless you do something that changes this.
No matter what your decision is, I can only wish you good luck on your
adventure in this world. Remember to have fun and take this:
+1000cp
Origins
Drop In:
An unknown, a mystery that hails from another world. You have no history here,
no friends or foes to hinder or help you in your goals -whichever those may be.
You start with a room rented for the week in a good hotel on your initial location
as well as a bunch of papers proving your identity and enough money for a full
meal. The rest is up to you.
Ordinary Student:
Magic? Gods? Sounds out of an RPG. Nah, those things aren’t real as far as you
know. Just another youth in a normal world. Maybe you go to school or are in
university, or maybe you’re already another worker living life as it should be. All
things normal and mundane, just how you like them to be. Anyway, the truth
of the world has been a secret to you… until now.
Knight Templar:
Knight Orders have been around for centuries, if not millennia. While the
Campione may take care of Heretic Gods, no one can predict their temperaments
or completely rely on them for all supernatural disasters, sometimes there isn’t
one at all. Thus, Knight Orders exist to take care of those ‘minor’ magical
problems in the world and assist Campione should they need it. You’re the child
of one of these orders, trained and instructed since childhood to stand up
against those threats to humanity. The disposition and activities of your order
will depend on your initial location.
Magic Scion:
Hermetic magic, witchcraft, prayers, supernatural powers. They come in many
names, but the magic that humans wield is all the same in the end. Not nearly
as powerful as the Authorities of the Gods, but they can be quite more useful
and still a great edge against the supernatural. Your family has been in this
magic business for quite the amount of generations, becoming somewhat
influential and powerful in the meantime. You, of course, have inherited their
talent and honed it since childhood, becoming now a mage or witch of renown.
Location
There are seven Campione, each one laying claim to one nation or another. In
some cases, they don't even claim, as it's simply the natural course of action for
a Campione to reign over the lands where they reside. Choose where you want
to start, there's no shortage of interesting events, after all.
Britain
The rainy island home to the black prince Alec, prime Campione and
kleptomaniac. Here also resides the main quarters of the Witenagemot in
London and the Royal Arsenal in Saint Ives.
Italy
Home to the Seven Prestigious Mage Associations, including the Black Copper
Cross and the Black Silver Cross. The Campione of this land is the Lord
Salvatore Doni.
America
The United States of America, the land of the masked superhero John Pluto
Smith (also known as Annie Charlton without the disguise). The Sorcerous
Sacrilege Investigation manages things here.
Japan
Home to Kusanagi Goudou. Supernatural beings and problems are dealt by the
History Compilation Committee, which is managed by the four families and the
government.
China
Here resides the Holy Cult of the Five Mountains and the Campione Luo Hao,
an arrogant martial arts master that is as beautiful as strong.
Hungary
Homeland to the Campione Sasha Dejanstahl Voban, a man obsessed with
hunting strong beings and dressing like dracula.
Egypt
Not much is known about the magic world in Egypt, somehow, Madam Aisha is
supposed to be here, even though she’s from India and actually travels a lot
around the world and time.
Perks
General Perks
Paladin (400cp)
The exact rank of paladin hasn’t been reached by anyone in a good while, people
like Ena Seishuuin or Erica Blandelli are close, but not quite there. Saint
Raffaello being perhaps the last one. It not only requires the leadership, tactical
mind, magical prowess and excellent swordsmanship required for Great Knights,
but also needs to go a step beyond that. Paladins are those with the power to go
toe to toe with a Heretic God or Campione, even if a win isn’t really sure. That
was until you came along, you now hold the title of Paladin within the magical
community, as well as everything that entails. If this is enough for you to
actually win against a Heretic God or Campione is up to the air, but this ensures
you will be a good fight at the very least.
Ascendance (100cp)
The disposition of a miko, a woman descendant of a Divine Ancestor who has
retained some of its power. The benefits of this are two-fold, the first being a
‘gift’ passed down your bloodline and the second being the ability to use
witchcraft, a system of magic different from the hermetic spells used by mages,
letting witches use spells than can’t be done by mages, like flight. By default,
your gift is a weak version of the Spirit Eyes, which lets you connect to the
Memories of the Void in the Netherworld and investigate the past of things and
beings. Although you can also choose to have a minor form of Telekinesis, Spirit
Senses or Prophesy.
[Authorities] are, so to speak, the magic of the Gods, above the realm of mortals.
These are the divine powers, attributes, blessings, curses, talents, abilities,
qualities, and weapons wielded by Gods, demons, heroes and even monsters, in
myth.
As expected, they have been shaped by the legends surrounding them as well
as their wielders and thus, [Authorities] are quite flexible, being able to be used
in a myriad of ways, as long as it fits their concept. In the right circumstances
[Authorities] can be mastered or even ‘evolve’ lifting up previous restrictions or
granting a greater scope in their effects.
Here are some examples of Authorities. Heretic Gods can take up to 5 of these,
although they may have more from their legends. Those who took the ‘Pandora’s
Child’ perk and thus start as a Campione, get up to 3. Likewise, you can choose
instead a similar Authority from canon, with similar effects and limitations.
Effect: A power befitting of those who seek more. This Authority enhance the
user’s speed up to godspeed when in search of something, as well as an
instinctual knowledge of its location, be an ancient lost item or a path to the
netherworld. It also grants a second, passive ability to the user, to never get lost
when travelling, always having a decent idea of where he is.
Downsides: The user needs at least some vague idea of what he’s seeking and
must exist, otherwise the Authority shall lead him to the next best thing.
Whimsical Help
Chant: “Offerings are rewarded with Blessings. Blessings are rewarded with
Offerings. I shall give everything and I shall take everything.”
Effect: A power that’s never the same, it has two abilities. The first is when the
user gives an ‘offering’, be an object, blood or whatever, and in exchange gains
a ‘blessing’ that matches the value of the offering - this value can be a subjective
or objective one, whichever favors the user more. However, the user has no input
in what kind of blessing he shall receive. The power and scope of this Authority
fluctuate greatly depending on the offerings given to it, giving up a powerful
grimoire could end up boosting strength and a cherished but mundane item can
become a magical weapon. The second power is the capacity to grant lesser
copies of the user’s powers to those that give a suitable offering, one decided by
the user.
Downsides: It’s possible to overuse this Authority, at which point it will become
truly whimsical with the blessings it offers.
Hunter of Immortals
Chant: “A spear that pierces gods, a rock that kills giants, a sword that beheads
monsters, a shield that resists death. All my allies will be protected! All my
enemies will fall!”
Effect: A sentient Authority and weapon that regards its user as a puppy
regards their owner. Will shapeshift and grant different boosts to the user
depending on which foe he’s facing at the time. Likewise, the weapon can slowly
absorb the power of the enemies during battle, eroding their defenses and
weakening their attacks, all while transferring that power to the user. With
enough damage, it may be able to steal powers or traits from its foes and give it
to the user.
Downsides: If broken, it will take a week to repair itself. If facing too many
powerful foes in quick succession, the weapon might become saturated and stop
granting boons for an hour.
Sunlight Burst
Chant: "I am Light, I am Immortal, thus I am the Sun. Fires of the Sun which
dispel all evil, engulf me so we may cleanse this world of wrongdoing."
Effect: Just the rising phoenix or the mighty core of earth, the user becomes a
being of fire that burns as hot as the sun. While this Authority is active, the
user will be invulnerable to most attacks as he’s a being of fire, he will also gain
temporary master over fire magic. When the Authority is dismissed, the user is
restored to full health.
Downsides: It can only be called during daylight and when active it causes a
great deal of damage to the surroundings as well as taking a heavy tax in the
user’s magical reserves.
Effect: Rulership over the souls of the dead. The user can call them forth from
the underworld to make use of their knowledge or expertise. Summoning them
as ghosts won’t take much toll, but the user can also exert a greater deal of
magic to create a suitable vessel for the soul, matching their likeness when alive.
Likewise, the user could also tie the soul to an item.
Downsides: The user must know a decent deal about the soul he’s calling. The
cost of each soul and vessel depends on the abilities and powers the soul
possessed while alive.
World’s Maker
Chant: “My inspiration is unending. My creations are peerless. My tools are
unrivaled. My hands shall give birth to perfection only. For of all makers I reign
as supreme”
Effect: Three effects come into play when this Authority is called forth. First,
the user’s creativity will be elevated to top even the greatest of artists, for the
purpose of designing what he chooses to create. Second, a set of tools shall
appear, perfect for whatever creation the user wanted to make. Third, the user
shall gain temporary knowledge of magic to enchant, curse or bless his creation
as he had envisioned. Be it buildings, songs, weapons, armor or the likes, even
with the worst materials something that borders the divine can be made.
Downsides: The user must have something he wants to make before calling the
Authority. The materials are not provided for this. Depending on the creation,
the time spent making it will vary. Once a project has been started, the Authority
won’t let another start until the first is done.
Will of Magic
Chant: "The path of understanding existence and all its mysteries. For I hear the
heartbeat of the world and feel its breath all around me. There is no limit to Magic
nor can I be limited. For I am the Will of Magic itself."
Effect: This [Authority] grants the user great talent and absolute understanding
of all Magic he witnesses, including rituals and Magical items. Letting the user
cast all kinds of spells with ease and even replicating ones that are restricted.
This is a passive ability, just by observing any magical object, spell or ritual the
user will be able to understand, replicate and even improve it on some level.
This is supported with an almost instinctual ability to know what magic and
spells are useful for them at the moment, whether that be a simple but powerful
fireball, summoning a horde of undead soldiers or even creating Divine Beasts.
Drop In
Eion (400cp)
Also called the Grimoire-Maker, this little carved stone works by stealing a great
deal of divinity from its victim, sealing the power inside itself. Depending on who
the divinity was stolen from, it may change its size and shape. You can later use
it by breaking it and released a divine beast around or make a giant explosion.
You could always learn to harness the power stolen in other ways, but it would
certainly take some time to do so. It could be used in other beings outside Gods,
with similar effects.
Where Am I? (+0cp)
How curious, things seem to be not quite as you remember them being. Goudou
is now strange and eats a lot? He sent out Doni flying into the sky a minute
after meeting? Liliana is his first knight? And what’s up with all those characters
from other worlds? It seems you have landed in the universe of some fanfiction
instead of the canon of the series...
Extra-Ordinary (+400cp)
In a world where Gods, dragons and magic are as real as pizzas, you certainly
don’t belong. You magic doesn’t work anymore and all items esoteric in nature
just fail to work in your hands. It’s not like you gained some magic-nullifier, is
just that magic itself rejects you, unless its working against you. Becoming a
Campione won’t give you anything and you really shouldn’t take this as a
Heretic God. Better start working in something more mundane.
Killing It (+400cp)
Your arrival to this world disrupted things to a great degree, it’s not something
that the normal folk would notice, but everyone and everything magical in this
world notices it and they don’t like it one bit. For the duration of your stay here,
all thing magical and people with powers will be inclined to hate you at sight.
Perhaps you will be able to overcome this with a selected few, but they will
always be inclined to dislike you at some level. Not even companions are exempt,
but the effects will fade away after the jump ends.
The Story That Was Not (+600)
Because of the problem the Heretic Gods meant to humanity, Pandora created
the Campione system, giving a few selected mortals the means to constantly
fight back. Except that now that isn’t the case. You see, taking this means that
Pandora never made the Campiones, but the Heretic Gods running amok are
still a thing and now humanity has very little means to defend themselves from
the whims and desires of the Gods.
-Having the disposition of a Miko means some power inherited from a Divine
Ancestor in your bloodline. Witches are basically those who have this and
specialize in witchcraft, while Hime-Mikos just hone their gift.
-Divine Blade can be a stand in for any legendary weapon you want, like
Durandal or something. Yeah, it can be Ama no murakamo if you want.
-You can import any artifact you possess to those item options, as long as it fits.
-If you take Heretic God, you can choose to be a ‘new’ one or take the place of
some god from any mythology. Just be reasonable with this.
-Taking Child of Pandora as a Heretic God makes you something like Rama (the
king who appears at the world’s end), a god that predates on god-slayers.
-Godspeed is 150km/s.
-The Story That Was Not drawback just makes the world shittier.
-As a Campione, you will gain new Authorities for any god you slay in other
jumps/words.
-It’s later revealed that Campiones aren’t really human, their whole body being
remade and adapted so they can wield Authorities. That’s why they have low
chance of offspring with humans. So, unless you got some OOC powers or race
to withstand the power, taking an Authority as a non-Campionee/Heretic God,
is likely to get you killed after one use.
-Gained Authorities are not random, but rather something that fits the
personality of the Campione. Either something really narrow with virtually no
downsides or something of greater scope/many powers with a lot of limitations.
-Campiones don’t die of old age, apparently. They also can react/see the world
at godspeed.
-If you die while becoming a Campione during the jump, like Goudou, it won’t
count as a death for jumpchain purposes.
-OC Authorities are meant to be flexible and examples. Authorities later can
become ridiculous. Up to you how new ones work.
-Mortal magic in this setting is like the miracles in Dark Souls, basically prayers,
which makes sense considering gods are a thing shaped by human belief.
-Authorities range in power and effects a lot. ‘Sword’ that can cut anything,
becoming a bolt of lightning, time travel, dimension travel, super strength,
controlling the weather, necromancy, etc. Likewise, they vary a lot in terms of
damage and area of effect. The anime somewhat downplays this, but the light
novel makes a note that some could destroy a lot, [Artemis’ Arrows] could
destroy all California if fired all at one or [Red Punishment] being able to take
down all of Tokyo, even [The Boar] could go to the moon and wreck a lot there.
Descriptions get kind of crazy later too.