Post by Piomega on Sept 24, 2017 14:11:33 GMT -6
A New World has been discovered, one with werewolves, vampires, anthropomorphic personifications of abstract concepts, a system where people rapidly increase in power by defeating creatures, potential immortality, and most importantly – no overpopulation.
There areeight seven worlds who have managed to create a pathway to this new world, however the process of going to this world destroys personal memories and all matter save for that which makes up a human. However, it also provides the person with equipment and a guide to the new world.
Every character has 500 Attribute Points, or AP. You can make as many characters as you want, and you can select a character to play as from the list. All characters created at any point will exist, and the chances of finding each other depend on their Soul Searching skill. The main character's actions are determined in the same way a typical CYOA protagonist's is.
Identity:
This controls your character's personality, and the rate at which their stats increase when they level up. Bear in mind that every character has all of these to some degree in their subconscious already, so don't feel the need to add a little of everything. Characters with 2 essences tend to be overly simplistic, and characters who are reaching the 7 mark tend to be quite angsty. If quantities are too similar, characters find it difficult to choose which to make a decision based on. Giving more than the recommended dose can cause psychoses.
Give the percentage of the identity each essence represents. These must add up to 100%. No AP necessary.
Zeal
The essence of fury and passion. Usage increases aptitude for Strength and Determination. May cause hotheadedness and infatuation.
Recommended maximum dose: 45%
Units left: 258
Staunch
The essence of conviction and steadfastness. Usage increases aptitude for Willpower and Defence. May cause stubbornness and recklessness.
Recommended maximum dose: 60%
Units left: 363
Mirth
The essence of extroversion and joy. Usage increases aptitude for Charisma and Luck. May cause selfishness and hypermania.
Recommended maximum dose: 40%
Units left: 434
Care
The essence of selflessness and empathy. Usage increases aptitude for Wisdom and Discerning. May cause enviousness and envy.
Recommended maximum dose: 50%
Units left: 294
Peace
The essence of calm and patience. Usage increases aptitude for HP and Dexterity. May cause laziness and procrastination.
Recommended maximum dose: 55%
Units left: 383
Nous
The essence of logic and reason. Usage increases aptitude for Intelligence and Warding. May cause obsession and apathy.
Recommended maximum dose: 50%
Units left: 384
Do not use --->
Quirk
The essence of subversion and non-conformity. Usage significantly increases aptitude for a random two stats. May cause perversion and disturbing tendencies.
Recommended maximum dose: 7%
Units left: 129
Ecto
The essence of spookiness, obsession, and envy. Usage increases aptitude for Form and Endow. May cause patronhood and the urge to be near humans.
Units left: 25
Stats:
The stats your character starts out with.
-12AP for every point higher than the average, +10AP for every point lower. (HP is -12AP for two points higher than average, and -10AP for two points lower.)
Add bonuses separately.
Stats
HP 20/20
When this runs out, you'll start making saves to avoid going unconscious. After you're unconscious, you make saves to avoid dying. Dying is bad for your health.
Strength: 10
Adds to the physical damage you deal.
Intelligence: 10
Adds to the magical damage you deal.
Dexterity: 10
Determines the speed at which you attack, and how far you can move within a period of time.
Charisma: 10
Determines your attractiveness and likability.
Wisdom: 10
Adds to the amount you heal and boost others' stats.
Willpower: 10
Adds to the psionic damage you deal.
Luck: 10
A measure of the minor automatic telekinetic influence that will work in your favour.
Defence: 10
Decreases the physical damage that you will sustain.
Discerning: 10
Limits the effectiveness at mental attacks and trickery.
Warding: 10
Decreases the magical damage that you will sustain.
Determination: 10
Increases the rate at which you level up.
Skills:
The niche applications of stats. Every skill's actual value has its corresponding stat (or stats/2 in the case of Charismatic skills) added to it.
-3AP for every point above average, +2 for every below.
(No additional AP if this takes the skill below zero.)
Add bonuses separately.
Strength
Carry: 10/20
(Strength)
Grip: 10/20
(Strength)
Voice Projection: 10/20
(Strength)
Jump: 10/20
(Strength)
Intelligence
Reading: 10/20
(Intelligence)
Memorization: 10/20
(Intelligence)
Arithmetic: 10/20
(Intelligence)
Identification: 10/20
(Intelligence)
Dexterity
Pace: 10/20
(Dexterity)
Thieving: 10/20
(Dexterity)
Dodging: 10/20
(Dexterity)
Stealth: 10/20
(Dexterity)
Charisma
Intimidate: 10/20
((Strength+Charisma)/2)
Persuade: 10/20
((Intelligence+Charisma)/2)
Flourish; 10/20
((Dexterity+Charisma)/2)
Lead: 10/20
((Wisdom+Charisma)/2)
Assert: 10/20
((Willpower+Charisma)/2)
Relation: 10/20
((Luck+Charisma)/2)
Unwavering: 10/20
((Defence+Charisma)/2)
Haggle: 10/20
((Discerning+Charisma)/2)
Misdirect: 10/20
((Warding+Charisma)/2)
Rally: 10/20
((Determination+Charisma)/2)
Wisdom
Improvise Tool: 10/20
(Wisdom)
Self-awareness: 10/20
(Wisdom)
Foresight: 10/20
(Wisdom)
Empathy: 10/20
(Wisdom)
Willpower
Endurance: 10/20
(Willpower)
Focus: 10/20
(Willpower)
Self-control: 10/20
(Willpower)
Non-verbal Communication: 10/20
(Willpower)
Luck
Gambling: 10/20
(Luck)
Foreboding: 10/20
(Luck)
Guessing: 10/20
(Luck)
Timing: 10/20
(Luck)
Defence
Balance: 10/20
(Defence)
Immunity: 10/20
(Defence)
Pain resistance: 10/20
(Defence)
Catching: 10/20
(Defence)
Discerning
Deception Perception: 10/20
(Defence)
Foraging: 10/20
(Defence)
Artificial sobriety: 10/20
(Defence)
Observation: 10/20
(Defence)
Warding
Resist Curse: 10/20
(Warding)
Thermoregulation: 10/20
(Warding)
Magic Masker: 10/20
(Warding)
Breath filter: 10/20
(Warding)
Determination
Wraith Avoidance: 2/20
(Determination)
Addiction Resistance: 2/20
(Determination)
Soul Seeking: 2/20
(Determination)
Fate Disentanglement: 2/20
(Determination)
Perks and Quirks:
Perks (green) are -1 AP, Quirks (red) are +1AP, and those in blue have no effect on your AP.
Squeamish OR Bloodlust
Decreased feeling of emotions OR Increased feeling of emotions
Increased (+) or Decreased (-) Perceived Connection:
Friendship + -
Storgic (Feel like a parent to those who are weaker) - +
Storgic (Feel like a child of those who are stronger) - +
Unconditional + -
Rivalry - +
Enemies- +
Love Hate of Nature
Love Hate of Food – Quantity
Love Apathy of Food – Specificness
Vain Humble
Underkill Overkill
Strange body shape (Please specify)
Distinctive feature (Please specify)
Bias (Please specify type):
Racial
Age
Species
Elitist
Competitive Pushover (In games)
Bites nails
Lick fingers before turning pages
Deception tells
Will always meet eyes OR Never meets eyes
Always keeps a straight face
Always smiles
Need to vocalize thoughts
Minor Dietary restrictions (Please specify)
Prior Addiction (Please specify: Alcohol/Painkillers/Dark Magic)
Cannot remember names
Hair pulling disorder
Impulsively breaks small rules OR Rule stickler
Cannot impulsively voluntarily submit(s) to definite pain
Deep shallow sleeper
Sea legs landlubber
Gender:
Male
+2 Strength
+2 Dexterity
+2 Willpower
+2 Defence
Female
+2 Charisma
+2 Wisdom
+2 Discerning
+2 Warding
Background:
This is the background your character was from before they entered the New World. Memories will have faded, and the transition is one-way, yet this does not guarantee their past will not catch up to them.
Worlds
World of Chaos: A world where days, lunar phases, climates and weather patterns fluctuate for seemingly no reason at all. Your character has a high chance of having a random mutation, which will probably be beneficial.
World of Cards: A world where everyone receives a tarot card at birth, that the player creating them cannot choose. This will affect their destiny.
World of Quests: A world where every family has a particular goal, that working towards will increase their power.
World of Doom: A world where the human inhabitants are able to come back to life after dying multiple times. Since a variety of functional immortalities exist in the New World, this is not as great an advantage as one might think. However, they start off with +5 to all stats, although this number will decrease by one every time they die, even below zero. Also, potions, elixirs, tinctures, etc. will not work on the Doomese, although healing staves will.
World of Pacts: A world where the humans are able to lie about past events freely, however they will be bound to every future promise they make by an invisible Oathsprite that follows them, so long as it is still physically possible and the Oathsprite has the necessary information to fulfil it. Any agreement a Pactian makes with another, while clasping that being's hand will bind them both to it.
World of Birth: A world where humans are reincarnated after dying. In the New World, this causes a changing of appearance upon each rebirth, keeping memories and Soulbound items. It also causes a slight redistribution of stats each time, based on the new body. Please note, the subject will not necessarily remain the same gender.
World of Munch: A world where humans are able to share and redistribute their power. In the New World, this translates to the ability to take 2 points from 1 or 2 stats and move them to 1 or 2 other stats. This is not where it ends, however. The human could alternatively give a stat point to someone else (but you cannot, say, give a strength point as an intelligence point) by touching them physically, or even allowing someone to send them a stat point.
Archetypes
The Murderer:
A person that some would consider to have crossed the moral event horizon. They have a condition and ideology that has led them to kill multiple people physically. This has led them to develop a certain skillset, however not only may there be people from the same world who may remember them, but there are also creatures and magics that are drawn to those who have slain the innocent.
+2 Strength, -1 Wisdom, -4 Empathy, +4 Dodging, +4 Stealth -2 to all strength-based skills except Intimidation, (Please note that the bonus to strength cancels out the negative effects to the other strength based skills.)
+35 Evil +35 Chaotic
The Fugitive:
An individual who has angered a particular faction or organisation, and as a result spent some time in hiding. Members of that organisation may still bear a grudge.
+1 Luck, +1 Dexterity, +1 Discerning, -2 Strength, -2 Charisma, +2 Jump
+15 Chaotic
The Romantic:
A spirited idealist who believes they can make a better life for themselves
+1 Wisdom
+20 Lawful
The Pickpocket:
A kleptomaniac thief who hated the thought of being detained so much that they volunteered to be banished to another world.
+1 Charisma, +1 Dexterity, +1 Discerning, -2 Intelligence, +1 Thieving
+20 Chaotic
The Explorer:
An intrepid adventurer, bored with the world they lived in, who decided to brave the New World.
+1 Determination, +1 Willpower, +1 Intelligence, +1 Warding,
+20 Good +25 Lawful
The Bodyguard:
Someone who worked as a bodyguard, and then braved the New World in order to continue to serve their master.
+1 Defence, +1 Warding, +1 Discerning, +1 Strength, +1 Dexterity, -2 Intelligence, -2 Charisma, -2 Observation
+10 Good +10 Lawful
The Merchant:
A merchant who had little success selling in their original world, who heard about the distinct lack of merchants in the New World
+1 Intelligence, +1 Wisdom, +2 Discerning, +1 Guessing, +1 Gambling, +2 Charisma, -2 Strength, -2 Luck, -1 Determination, -1 Willpower
The Unknown:
A regular person whose reasons were evidently not important enough to persist.
+7 Determination
+10 Good +10 Lawful
There are
Every character has 500 Attribute Points, or AP. You can make as many characters as you want, and you can select a character to play as from the list. All characters created at any point will exist, and the chances of finding each other depend on their Soul Searching skill. The main character's actions are determined in the same way a typical CYOA protagonist's is.
Identity:
This controls your character's personality, and the rate at which their stats increase when they level up. Bear in mind that every character has all of these to some degree in their subconscious already, so don't feel the need to add a little of everything. Characters with 2 essences tend to be overly simplistic, and characters who are reaching the 7 mark tend to be quite angsty. If quantities are too similar, characters find it difficult to choose which to make a decision based on. Giving more than the recommended dose can cause psychoses.
Give the percentage of the identity each essence represents. These must add up to 100%. No AP necessary.
Zeal
The essence of fury and passion. Usage increases aptitude for Strength and Determination. May cause hotheadedness and infatuation.
Recommended maximum dose: 45%
Units left: 258
Staunch
The essence of conviction and steadfastness. Usage increases aptitude for Willpower and Defence. May cause stubbornness and recklessness.
Recommended maximum dose: 60%
Units left: 363
Mirth
The essence of extroversion and joy. Usage increases aptitude for Charisma and Luck. May cause selfishness and hypermania.
Recommended maximum dose: 40%
Units left: 434
Care
The essence of selflessness and empathy. Usage increases aptitude for Wisdom and Discerning. May cause enviousness and envy.
Recommended maximum dose: 50%
Units left: 294
Peace
The essence of calm and patience. Usage increases aptitude for HP and Dexterity. May cause laziness and procrastination.
Recommended maximum dose: 55%
Units left: 383
Nous
The essence of logic and reason. Usage increases aptitude for Intelligence and Warding. May cause obsession and apathy.
Recommended maximum dose: 50%
Units left: 384
Do not use --->
No, seriously, don't. It's rarely worth it, and even when it is, it still messes up the character for life.
Vile
The essence of power. Usage significantly increases aptitude for all stats. When triggered, causes an irrational desire to destroy and hurt. When not triggered, leaves a void where there is no personality.
Recommended maximum dose: 0%
Units left: 0
Vile
The essence of power. Usage significantly increases aptitude for all stats. When triggered, causes an irrational desire to destroy and hurt. When not triggered, leaves a void where there is no personality.
Units left: 0
Quirk
The essence of subversion and non-conformity. Usage significantly increases aptitude for a random two stats. May cause perversion and disturbing tendencies.
Recommended maximum dose: 7%
Units left: 129
Ecto
The essence of spookiness, obsession, and envy. Usage increases aptitude for Form and Endow. May cause patronhood and the urge to be near humans.
Units left: 25
Stats:
The stats your character starts out with.
-12AP for every point higher than the average, +10AP for every point lower. (HP is -12AP for two points higher than average, and -10AP for two points lower.)
Add bonuses separately.
Stats
HP 20/20
When this runs out, you'll start making saves to avoid going unconscious. After you're unconscious, you make saves to avoid dying. Dying is bad for your health.
Strength: 10
Adds to the physical damage you deal.
Intelligence: 10
Adds to the magical damage you deal.
Dexterity: 10
Determines the speed at which you attack, and how far you can move within a period of time.
Charisma: 10
Determines your attractiveness and likability.
Wisdom: 10
Adds to the amount you heal and boost others' stats.
Willpower: 10
Adds to the psionic damage you deal.
Luck: 10
A measure of the minor automatic telekinetic influence that will work in your favour.
Defence: 10
Decreases the physical damage that you will sustain.
Discerning: 10
Limits the effectiveness at mental attacks and trickery.
Warding: 10
Decreases the magical damage that you will sustain.
Determination: 10
Increases the rate at which you level up.
Skills:
The niche applications of stats. Every skill's actual value has its corresponding stat (or stats/2 in the case of Charismatic skills) added to it.
-3AP for every point above average, +2 for every below.
(No additional AP if this takes the skill below zero.)
Add bonuses separately.
Strength
Carry: 10/20
(Strength)
Grip: 10/20
(Strength)
Voice Projection: 10/20
(Strength)
Jump: 10/20
(Strength)
Intelligence
Reading: 10/20
(Intelligence)
Memorization: 10/20
(Intelligence)
Arithmetic: 10/20
(Intelligence)
Identification: 10/20
(Intelligence)
Dexterity
Pace: 10/20
(Dexterity)
Thieving: 10/20
(Dexterity)
Dodging: 10/20
(Dexterity)
Stealth: 10/20
(Dexterity)
Charisma
Intimidate: 10/20
((Strength+Charisma)/2)
Persuade: 10/20
((Intelligence+Charisma)/2)
Flourish; 10/20
((Dexterity+Charisma)/2)
Lead: 10/20
((Wisdom+Charisma)/2)
Assert: 10/20
((Willpower+Charisma)/2)
Relation: 10/20
((Luck+Charisma)/2)
Unwavering: 10/20
((Defence+Charisma)/2)
Haggle: 10/20
((Discerning+Charisma)/2)
Misdirect: 10/20
((Warding+Charisma)/2)
Rally: 10/20
((Determination+Charisma)/2)
Wisdom
Improvise Tool: 10/20
(Wisdom)
Self-awareness: 10/20
(Wisdom)
Foresight: 10/20
(Wisdom)
Empathy: 10/20
(Wisdom)
Willpower
Endurance: 10/20
(Willpower)
Focus: 10/20
(Willpower)
Self-control: 10/20
(Willpower)
Non-verbal Communication: 10/20
(Willpower)
Luck
Gambling: 10/20
(Luck)
Foreboding: 10/20
(Luck)
Guessing: 10/20
(Luck)
Timing: 10/20
(Luck)
Defence
Balance: 10/20
(Defence)
Immunity: 10/20
(Defence)
Pain resistance: 10/20
(Defence)
Catching: 10/20
(Defence)
Discerning
Deception Perception: 10/20
(Defence)
Foraging: 10/20
(Defence)
Artificial sobriety: 10/20
(Defence)
Observation: 10/20
(Defence)
Warding
Resist Curse: 10/20
(Warding)
Thermoregulation: 10/20
(Warding)
Magic Masker: 10/20
(Warding)
Breath filter: 10/20
(Warding)
Determination
Wraith Avoidance: 2/20
(Determination)
Addiction Resistance: 2/20
(Determination)
Soul Seeking: 2/20
(Determination)
Fate Disentanglement: 2/20
(Determination)
Perks and Quirks:
Perks (green) are -1 AP, Quirks (red) are +1AP, and those in blue have no effect on your AP.
Squeamish OR Bloodlust
Decreased feeling of emotions OR Increased feeling of emotions
Increased (+) or Decreased (-) Perceived Connection:
Friendship + -
Storgic (Feel like a parent to those who are weaker) - +
Storgic (Feel like a child of those who are stronger) - +
Unconditional + -
Rivalry - +
Enemies- +
Love Hate of Nature
Love Hate of Food – Quantity
Love Apathy of Food – Specificness
Vain Humble
Underkill Overkill
Strange body shape (Please specify)
Distinctive feature (Please specify)
Bias (Please specify type):
Racial
Age
Species
Elitist
Competitive Pushover (In games)
Bites nails
Lick fingers before turning pages
Deception tells
Will always meet eyes OR Never meets eyes
Always keeps a straight face
Always smiles
Need to vocalize thoughts
Minor Dietary restrictions (Please specify)
Prior Addiction (Please specify: Alcohol/Painkillers/Dark Magic)
Cannot remember names
Hair pulling disorder
Impulsively breaks small rules OR Rule stickler
Cannot impulsively voluntarily submit(s) to definite pain
Deep shallow sleeper
Sea legs landlubber
Gender:
Male
+2 Strength
+2 Dexterity
+2 Willpower
+2 Defence
Female
+2 Charisma
+2 Wisdom
+2 Discerning
+2 Warding
Background:
This is the background your character was from before they entered the New World. Memories will have faded, and the transition is one-way, yet this does not guarantee their past will not catch up to them.
Worlds
World of Chaos: A world where days, lunar phases, climates and weather patterns fluctuate for seemingly no reason at all. Your character has a high chance of having a random mutation, which will probably be beneficial.
World of Cards: A world where everyone receives a tarot card at birth, that the player creating them cannot choose. This will affect their destiny.
World of Quests: A world where every family has a particular goal, that working towards will increase their power.
World of Doom: A world where the human inhabitants are able to come back to life after dying multiple times. Since a variety of functional immortalities exist in the New World, this is not as great an advantage as one might think. However, they start off with +5 to all stats, although this number will decrease by one every time they die, even below zero. Also, potions, elixirs, tinctures, etc. will not work on the Doomese, although healing staves will.
World of Pacts: A world where the humans are able to lie about past events freely, however they will be bound to every future promise they make by an invisible Oathsprite that follows them, so long as it is still physically possible and the Oathsprite has the necessary information to fulfil it. Any agreement a Pactian makes with another, while clasping that being's hand will bind them both to it.
World of Birth: A world where humans are reincarnated after dying. In the New World, this causes a changing of appearance upon each rebirth, keeping memories and Soulbound items. It also causes a slight redistribution of stats each time, based on the new body. Please note, the subject will not necessarily remain the same gender.
World of Munch: A world where humans are able to share and redistribute their power. In the New World, this translates to the ability to take 2 points from 1 or 2 stats and move them to 1 or 2 other stats. This is not where it ends, however. The human could alternatively give a stat point to someone else (but you cannot, say, give a strength point as an intelligence point) by touching them physically, or even allowing someone to send them a stat point.
You wouldn't seriously give a character this background, would you?
World of Old: The oldest world, which is also the polar opposite of the New World. The magics that make up people of this world will constantly be at war with the rest of the world. Usually peaceful denizen creatures will become rabid and ferocious, they'll start with only 5 Soul Points instead of 10, no Pixie Guide, and the Fates will likely try and lead the character to their death. However, the character will also do twice as much damage as usual, and upon defeating a denizen creature and bringing them to the brink of death they can convert them to an Oldish denizen which will become twice as powerful, and actively seek out denizens from the New World. The identity of an Oldish human will also slowly transmute into Vile.
Archetypes
The Murderer:
A person that some would consider to have crossed the moral event horizon. They have a condition and ideology that has led them to kill multiple people physically. This has led them to develop a certain skillset, however not only may there be people from the same world who may remember them, but there are also creatures and magics that are drawn to those who have slain the innocent.
+2 Strength, -1 Wisdom, -4 Empathy, +4 Dodging, +4 Stealth -2 to all strength-based skills except Intimidation, (Please note that the bonus to strength cancels out the negative effects to the other strength based skills.)
+35 Evil +35 Chaotic
The Fugitive:
An individual who has angered a particular faction or organisation, and as a result spent some time in hiding. Members of that organisation may still bear a grudge.
+1 Luck, +1 Dexterity, +1 Discerning, -2 Strength, -2 Charisma, +2 Jump
+15 Chaotic
The Romantic:
A spirited idealist who believes they can make a better life for themselves
+1 Wisdom
+20 Lawful
The Pickpocket:
A kleptomaniac thief who hated the thought of being detained so much that they volunteered to be banished to another world.
+1 Charisma, +1 Dexterity, +1 Discerning, -2 Intelligence, +1 Thieving
+20 Chaotic
The Explorer:
An intrepid adventurer, bored with the world they lived in, who decided to brave the New World.
+1 Determination, +1 Willpower, +1 Intelligence, +1 Warding,
+20 Good +25 Lawful
The Bodyguard:
Someone who worked as a bodyguard, and then braved the New World in order to continue to serve their master.
+1 Defence, +1 Warding, +1 Discerning, +1 Strength, +1 Dexterity, -2 Intelligence, -2 Charisma, -2 Observation
+10 Good +10 Lawful
The Merchant:
A merchant who had little success selling in their original world, who heard about the distinct lack of merchants in the New World
+1 Intelligence, +1 Wisdom, +2 Discerning, +1 Guessing, +1 Gambling, +2 Charisma, -2 Strength, -2 Luck, -1 Determination, -1 Willpower
The Unknown:
A regular person whose reasons were evidently not important enough to persist.
+7 Determination
+10 Good +10 Lawful