Worm Jumpchain and CYOA combination
By Worm_Anon
Special thanks to Somefaggit and everyone in the IRC who helped.

You are headed to a little place called Earth Bet. Here some people are parahumans, who trigger in a moment of extreme distress and get superpowers. Unlike most superhero settings the logical thing happened when a ton of people who aren't exactly psychologically sound got crazy powers, and things are pretty bad. Every criminal, terrorist, or in general not very nice group of people now has members who can commit mass murder casually, with badly outnumbered heroes trying to make a difference. Oh, and every few months one of these Endbringers attacks somewhere, on a good day only destroying half a city and killing a quarter of the parahumans who rallied to fight them off. On a bad day...well, Kyushu and Newfoundland were both sunk into the ocean, entire cities are quarantined to try and stop the influence of an evil telepathic future seeing angel, and in general they're killing the world by inches. Not to mention that there is a conspiracy or two at work.

The PRT and Protectorate are a government organization that manages and trains heroes who join, and they have a program called the Wards that does the same with parahuman minors. They only cover North America, but they also handle and coordinate international response to Endbringer attacks and certain other S-Class threats. There is a headquarters in every major city, with a lineup of capes to help deal with local villains. Cities generally have their underworld split between various criminal factions.

The world isn't a pretty place here, and its rapidly getting worse as time goes on. Behind the scenes thing might very well be far more dire then anybody could possibly imagine...

You're going to start on January 1st, 2011, and you'll spend ten years here.

Here's 1000cp to help you survive.

Location: Roll 1d8, or pay 50cp to choose. Due to it being the primary focus of the plot you may choose to start in Brockton Bay for free.

Brockton Bay: A city with possibly the single largest amount of parahuman conflict in North America. This is the home of Taylor and the place where most of canon happens. Assuming you don't somehow avert it, you can expect a conga line of disasters and battles that's going to leave this place all but uninhabitable.

Origins

Choose your origin below. Badass normal like Batman who are capes without powers that exist in other universes aren't really a thing here, so if you don't get a power, you're either an exception to the rule, or are in a position that is similar. PRT agents or detectives for heroes, mercenaries or criminals for villains, businessmen for Rogues, something that fits your origin while not necessarily being a cape. Of course, there is nothing stopping you from being one anyway and relying on your skills and powers from other worlds. You can freely choose to be a part of an existing group or faction as long as it fits your origin. Naturally Drop-In's do not have this option.

Roll 1d8+12 or 2d8+20 for your age, and gender remains the same. For 50cp you can choose both.

Drop In: You arrive on Earth Bet with the clothes on your back, your purchased perks, powers, and items, but little else. You have no memories of this world that you could use to orient yourself, but you also don't have a crappy past filled with violence, danger, and disaster. Your future on the other hand...

Perks

Outside Context Problem (Free): It'd be boring if you were to just die right at the start so for free you'll have a selective immunity to the powers of a few rather nasty plot device level opponents that by all rights would probably want to kill you right out of the gate. Contessa, Ziz, and Zion's precog doesn't seem to be able to pick you up, instead returning a zero-sum error whenever they try to force the issue. They won't notice this until you garner enough attention for them to try and then they might take further measures to see what the problem is. But at the moment you'll be safe from being instantly killed due to the threat you pose to their plans. This works on all shard/entity derived precog. Your peculiar inter-dimensional nature just messes up their ability to predict you. Coil is an exception due to the weird nature of his power.

Shattered Limits (100CP): The Factors that kept your power growth and ability in check are completely done away with. At a base this doubles the number of slots and charges you have available. Your power growth skyrockets, with your power doubling in strength every year if you do nothing but live a normal life. Actually fighting on a regular basis drops to half a year. Each such interval also increases the number of slots and charges your power provides by one. Your powers refuse to be kept in check, rendering you immune to trumps who would try to effect your abilities.

Gear
It's not just what you're capable of that matters, it's what resources you have access to. Here's your chance to make sure you're not facing the world empty handed.

Worm (Free Drop-In): A tablet computer that contains the entirety of the Web Serial along with an archive of every statement Wildbow has ever made about the setting. Fairly useful if you haven't read the series yourself. Releasing this on the internet could be fun for a laugh or two, maybe even worth it despite the scrutiny and chaos it would cause. If you don't mind ruining a whole lot of lives in the process...

Little Black Book (50cp): A small tablet computer that contains a complete database on capes everywhere, not including secret identities or anything that would be inside information. Contact information for every cape who has some manner of reaching them is in here, and for any other sort of contact that might be useful. All the way from contractors, to lawyers, to PRT officials. Uses the Internet to automatically update this database to stay current.

Identification (Free Drop-In): A binder containing a collection of documents and everything else needed to provide a completely legit and legal identity. From a social security number, to a driver's license, to anything else that might be required. This is solid enough that it can't be proven false unless you yourself admit that it's fake, the given background being of the type which provides ample reason that you don't seem to have any ties or notable history in the world yet. This will update to always provide you with a basic legal identity, regardless of where you go.

Parahuman (Roll 1d12 for power category, then 1d12 for power. 200cp to choose either category, or the power within a rolled category, 400cp to choose power. Shard Origins get to choose for free.): It seems that you've triggered, and gained some rather impressive powers. This is optional, you can go without becoming a parahuman if you wish. Although that means you won't be getting any impressive new abilities to help keep you alive in this world.

Powers adapt to whatever capabilities you already have. Taking them into account and ensuring you can use your parahuman abilities in sync with them. Assume any potential incompatibilities are handled appropriately to allow a power to still perform its intended function.

All powers may be toggled on or off, and you understand their nature and how to use them instinctively, if not necessarily all the different ways they could be applied creatively.

Authors Note, this is where the Worm CYOA V1 comes into play.

Kaleidoscope (200CP): You are attuned to not only the fabric of space and time, but the very essence of the multiverse itself. All worlds, timelines, and possibilities are now within reach of your new senses, and you find yourself able to manipulate them to your will, and even travel between them. What you can accomplish with this is limited only to your creativity, imagination, and experience.

Inspires Inventor (200CP): You are the world's first Tinker 12. Each day you have five charges which can be spent to improve your tinker abilities within a specific area or theme. A single charge would make you a good tinker within an area, roughly Tinker 4-5. Each additional charge after this doubles your abilities (around a two-point bump in rating), with no limits to how many times you can spend a charge on a certain area.

Psychokinetic (200CP): With nothing but your will alone you are capable of shaping the physical world. Moving objects, generating and manipulating all forms of energy or matter, or even creating psychic constructs. The world is a vast ocean of vibration, matter, and energy to your senses, and all it takes is a thought to send it moving according to your wishes.

Power Manipulation (200CP): You can nullify, enhance, modify, copy, and even steal the powers of others (whether this takes the shard is up to you). You get five charges a day which let you creates shard-less powers like yours, whose nature are fully under your control. A single charge can result in a power that would be rated around 4-5, with more charges increasing its power, versatility, pushing or removing limits, and adding more functions.

Shaper (200CP): You are a master of biology and life in all its forms and functions. With complete understanding, sense, control and manipulation of all organic material within a massive area down to the atomic level. Able to generate biomass to fuel its uses, only limited by your imagination and time.

- 1150 CP Perks
= + 900 CP Bank