AN:The majority of this first chapter is content taken directly from CYOA's and jump docs that are being used in this story, this is meant as a convenient place for readers to look over each universe's build, and this chapter will be updated with the latest build when the story gets to that universe.
This story has mature dark themes and specific content/ lemon warnings will not exist so as not to spoil a chapter/scene.
Also this story uses banked CP during The CYOA/JumpDoc builds. It's a simple system, any CP not used in a Jump gets banked to be used for later universes. There a more complicated CP bank system where you put in x amount before the jump and you get 2x amount after or various others but i wanted to keep it simple.
The CYOA/Jump Docs
Futanari Evolution:
Hidden Evolution – The potential for futa has always been present and has just recently expressed itself
Disastrous – The transition period left behind deep scars and wrecked the economy + 1 genetic trait(sturdy)
Genetic Inheritance – Futa's can only be born to other futa's or the children of futa's, the gene is dominate.
Demographics –
Replacement – Futa's have replaced men
Continent – Futa's are limited to North America and Japan, everywhere else they are hunted and killed as are anyone who carries futa genes
Type –
Internal Testicles – Futa have internal testicles located near their ovaries.
Tall – 80% of Futa are in the height range of 5'11 and 6'5. they can be as short as 5'8 and as tall as 8'0.
High muscle mass – Futa easily build and tone dense muscles.
Large curves – Futa have boobs and butts larger than the average woman.
Large dick – Futa have large dicks between the size of 8-14 inches
High sex drive – Futa desire sex at least once per day
Genetic traits –
Conscious fertility – Futa can suppress the fertility of both sex organs
Incest immunity – Futa offspring suffer no genetic complications from being the product of incest
Fluid overproduction – Futa produce far more cum than men
Lasting youth – Futa age slower after 18 and live for roughly 200 years. By the time the reach old age they will appear to be in their late 30's
Hyper fertility – Futa's have a 100% fertility rate and have a 25% chance for twins. Futa offspring fully gestate in 3 months and are delivered rather painlessly
Special Fluids – Futa semen and milk is highly nutritious to any carbon based life form as it is packed with vitamins and proteins. Futa semen is also delicious maintain a perfect mix of savory and sweet flavors that can be intensified or changed based on the futa's diet. Futa semen is a mild aphrodisiac.
Sturdy – Futa are resistant to injury and disease, they also heal faster.
Best of both worlds – Futa are as easy to arouse and satisfy as men but have orgasms as powerful as women's and no refractory period.
Fine design – Futa are physical far above average in beauty. You will rarely if ever see a Futa that is less beautiful than a 9/10.
Social status –
Equality – North America
Cultural dominance – Japan
Second class – Futa are hunted down and killed everywhere else in the world, as is any found to be carrying the futa genes.
In North America – Futa's are generally controlled and conform to societies standards of decency and morality. They tend to be more active and communal than women or men are. Having replaced men in north America entirely, futa's have taken on the more physical role in society. Futa's are generally assertive and orderly.
Sexuality –
In north America – futa are generally sexually dominate and most prefer to penetrate rather than be penetrated. While they can be gentle or rough, and like wise romantic or casual, most futa are pursuers in relationships.
Cultural traits – 2 moved to Genetic traits ( Fine design, best of both worlds )
Political upheaval – the emergence of futa's and the global wars/massacres that followed have caused Canada and the USA to form into one country now named The United States of North America. Mexico has absorbed most of central America as it's territory. The two new countries along with Japan now form a pro-Futa alliance that is in a cold war with the rest of the world. Many borders in Africa, Europe and Asia have fallen and or been redrawn.
Occupational preferences – Futa's generally seem to favor jobs where their physicality can shine and that were traditionally dominated by men, such as manual labor, the military, athletics etc...
Lewdness Level –
High – in North America and Japan sex has become normalized and it is common to see nudity and even sex scenes in normal family oriented media. In the rest of the world lewdness is at an all time low and is actively shunned.
Sexual orientation –
North America and Japan – Futa X Female and Futa X Futa pairings are the expected norm. Little to no men exist in these areas but for the small percent that do, Futa X Male would be rejected by society. In every other country any form of sex with a futa is not only rejected but the non-Futa partner would be killed.
Sex and romance traits –
The oldest profession – Prostitution and porn are considered an excepted and normal part of society in North America and Japan.
Family Fun – With no negative genetic consequences from incest it has become legal and somewhat normalized. It is still uncommon to see incestuous marriages but they aren't condemned.
Polygamy – it is common to see people in group marriages, or one person with multiple spouses.
Shifting Beauty standards – traditional men are no longer considered attractive in North America and Japan. Femininity is considered more beautiful and even muscular futa have an undeniable femininity to them.
New Businesses –
Relief clinic – Government funded brothels where Futa's and Females can go to be masturbated for free. Any sexual secretions are collected for study.
Dionysian Theaters – Live sex heavy plays and flat out porn are displayed on stages. Private rooms comes with attendants to orally relieve patrons.
Penis Fashion – Underwear, bikini's, shorts, and pants that accentuate a Futa's penis are all the rage.
Pollywood – Full length big budget porn movies featuring compelling plots and high class actresses have grown in popularity. These are shown in normal theaters and aren't age restricted based on sex scenes or nudity, strictly based on profanity and violence.
Futanari Pharmacology – Considerable resources are being put into studying the semen, milk, and other bodily fluids of Futa's. As of now several virus have been cured based on research into Futa's disease resistance, including the common cold. Refined and concentrated futa semen/milk is also sold as a nutrient/energy supplement that can replace an entire meal worth of calories and nutrients in a single pill.
A new You –
Factory reset – you dream of your former life without Futa but day by day you slowly forget it.
Sex – Futanari
Age – 24
Height – Tall (6'1)
Build – Fit (6 pack abs and clearly muscular under soft feminine curves.)
Boobs and Butt – Normal for Futa (36D and 40 inch hips)
Dick – Big (11 inches)
Skin Tone(New Love DLC) – Fair
Hair Color(New Love DLC) – Red
Eye Color(New Love DLC) – Blue
Physical Perks –
Attractive – Above average attractiveness for a Futa, only a supermodel would be considered more attractive.
Healthy – Strong constitution, gets sick less often and heals faster then other Futa. Easier to maintain body weight as well.
Impressive stamina – can last for hours of physical activity and can recover quickly after.
Agile – extremely flexible and dexterous with better than normal hand eye coordination.
Powerful Orgasms – Longer and more intense orgasms than are normal for a Futa. Pleasure felt is also higher than normal.
Physical Flaw – +1 Physical Perk ( Agile )
High Energy Requirements – Gets hungry often even at inconvenient times. Does not gain extra weight from the increased eating.
Relationships –
Unchanged – The Futa emergence occurred before character's birth
Social Class –
Working Class – character and their family are working class +1 Physical perk (Powerful orgasms)
Employment –
Military – LCDR. USNA Space Force.(recently promoted)
Social Perks –
Charisma – Innately good with words.
Sexpert – Talented and Skilled at sex.
Hidden Talent – Engineering
Trusty Guts – Powerful intuition that can feel the intention behind others words and discern lies from the truth.
Pax Mentis – Very developed emotional intelligence and control.
Social Flaws – +2 Social Perks(Trusty Guts, Pax Mentis)
Unwanted Admirer – Futa Commanding officer that is obsessed with impregnating character against their will.
Resettlement – With new promotion character has moved to Space Force Alpha Base on the moon.
Ambitions –
Explorer's Heart – Character wishes to explore space.
History(New Love DLC) –
Stranger – Did not know her before being reassigned to Moon base.
The Revolution –
Born a Futa – All futa's are born futa in this world.
Meeting –
On the job – Met on the first of your new assignment, she is your squad leader.
Appearance –
Age – 31
Height – Average (5'11)
Build – Fit (Think Bobbie Draper)
Boobs and Butt – Small (34C) Average (38 inch hips)
Dick – Average (9 inches)
Skin Tone – Caramel
Hair color – Black
Eye Color – Light brown
Personality –
Ambitious – She plans to move up the ranks and become admiral by 40.
Open minded – She is not jealous and is open to both her and her partner sleeping around.
Outgoing – She is friendly and easily connect with others.
Assertive – She is confident in herself and her abilities. She is a natural leader.
Feminine – Despite being in the military, or possibly because of it, in her downtime she enjoys more feminine activities.
Sexuality –
Orientation – Futanari. She has a preference for futa, but can enjoy women from time to time.
Sex Drive – Average. She has an average sex drive for Futa, preferring sex at least once a day.
Attitude – Switch. She enjoys switching from dom and sub int the bedroom.
Social Class – Middle class. Her higher rank and pay grade, and the time she's had it, allows her to have built a decent savings.
Employment –
Military – LCDR. USNA Space Force
Hobbies –
Dancing – She loves both dancing herself and with you
Art – She paints when she has time.
Cooking – She is probably the best cook on base, or in the military, and is a foodie at heart.
Artisanship – She enjoys cleaning and repairing her equipment as a stress relief.
Cosplay – She like to dress up as her favorite fictional characters and go to conventions when she's planet-side.
Kinks –
Food Play – No surprise with her as a foodie, she often brings food to bed.
Feet – She loves giving foot jobs.
Wrestling – She likes to wrestle for dominance to see whose going to be top that night.
Oral – She enjoys getting a blowjob more than anything else.
Role Play – Unsurprising given her love of cosplay, she enjoys dressing up as her favorite characters and getting fucked.
Noncon – She enjoy role played rape, both giving and receiving.
Cum Play – Pairing with her love of food play, she loves eating and playing with cum.
Multiple Penetration – She expects all her holes to be used and all of yours as well in every session.
Perks –
High Endurance – She has seemingly endless physical stamina and can go for days while only feeling slightly tired.
Fine Intellect – Incredibly intelligent and broke several test records at the Space Force Academy.
Steel Guts – She has a high resistance to intoxicating substances and rarely gets sick.
Highly Compatible – It's as if you two instinctively know what the other needs and seamlessly fit together.
Flaws – +2 Perks (Steel Guts, Highly Compatible)
Wearing the pants – Maybe it's because she's a natural leader. Maybe it's because you're her subordinate. Either way she feels like she she should be in charge in the relationship and will seek to make decisions for the both of you.
The Rival – One of your fellow squad members has been in love with her for years and constantly tries to lure her into bed.
Relationship –
Girlfriend – You haven't officially said it but you spend all your downtime together and in the past month neither of you have fucked anyone else.
Built in the Heavens:
(100 pts.)
Origins –
Abductee – Seeking. Seeking. Always seeking. Lost and dreaming, it's been searching for someone for a very, very long time. Some entity that resonates with the ship's command core protocols; someone like you.
Hull Type –
Functional – Despite it's utilitarian shape, no one can deny that it has a charm of beauty all of it's own.
Size Category –
Dreadnought – The master of fleets. Few are capable of building on this scale, and yours is already a cut above. The mere presence of your ship is enough to deter entire armadas, and catch the attention of galaxy-spanning empires.
Star Drive –
Subspace Diver – This Stardrive allows for your ship to slip in and out of subspace with effortless ease, like skimming beneath the surface of water with pinpoint accuracy and grace beyond all but the most sophisticated of stardrives. The ease and accuracy allows for your Starship to emerge within other structures, from the interior of planets, and even to other starships. (stargate style, technically called a Hyperspace generator, but it clearly functions as the subspace diver option.)
Fold Drive – (Secondary) Thia stardrive distorts the geodesic structure of spacetime, momentarily folding two disparate points to become one. This drive, while allowing for instant translocation, requires massive power draw and depends upon accurate astronavigational data for truly long jumps; otherwise, complications may arise.
Real-space Drive –
Inertia Drive – This drive utilizes gravity warping to create movement without mass ejections, converting energy directly into motion. This control over inertia and gravity results in a horrendously maneuverable and swift method of propulsion, though its energy requirement is considerable.
Power Source –
Hyperspace Tap – Siphoning off the tidal pulls of high-energy extra-dimensional realms, this power source is surprisingly robust for such an exotic manner of energy generator. As a bonus, its draw can be dialed down to an almost minuscule amount. Useful, for when stealth or the need to be put on standby is a concern.
Ship Intelligence –
Imprint – Previously inactive and dreaming, this Autonomous Cybernetic Intelligence effectively 'imprinted' on you the moment you were registered as the Ship's Captain. Its personality, interests, and appearance are specifically designed by it's very nature to complement yours; what you lack, it will possess. What you need, it will provide. While it is an independent entity with its own wants and interests, it will be fiercely loyal and protective of you and your interests; after all, it was designed to be so.
Complications –
Refugees – You weren't the only individual taken aboard your starship, but you're the one in charge. Still, you'll have to deal with the particulars of managing an unruly group of individuals, unless you go full tyrannical on them. (+5 pts.) (105 pts.)
A Lost Homeworld – They've been wandering for longer than memory. A lost people, once members of a proud race; now all that remains of their fallen star empire. Exile was a kinder solution than genocide, but a long, slow death might have been the bitterest end in the long run. Until now. Now, they've found you, their savior. Will you lead them back to glory and conquest, or protect them from the still enforced laws that prevent their kind from ever leaving the stars to settle planetside? (+10 pts.) (115 pts.)
Lost in Space – Whether by a Stardrive mishap, subspace fault, high energy dimensional event, or the one-time recovery method your starship utilized to translate you safely into it's environs, you have been transported to a new location. You will never be able to return to the home you once knew, and are now cast adrift in an unknown space where you will have to survive by your own wits and abilities. If you choose to forsake the bonus granted by this complication, you may instead choose the universe you and your ship now find yourselves in. (+10 pts.) (125 pts.)
Ebon Cut – The Vesperine Empire, comprised of dark-skinned humanoids that were once said to be completely subterranean before they colonized their home world's surface. Said society is matriarchal, and highly adept in the sciences of computers, AI, and cybernetics, using them extensively in their daily lives. Despite their aggressive, expansionist regime, they've yet to encounter any other sentient species in their region of the galaxy, leaving the Vesperians with the belief that they are the undisputed queens of all they survey. (+10 pts.) (135 pts.)
Riofaldian Empire – A hegemonic, fascist, eugenic humanoid race, skilled in the sciences of inertial control, nanotechnology, and anti-matter power generation. Utilizing fixed spacial warping gates, they have established their dominance over several planets, reducing the native population to a tightly controlled minority via ethnic cleansing even as they forcibly relocate their own citizens into their new home. While humanoid, Riofaldans all share varying shades of blue skin, pointed ears, black sclera, and light toned shades of hair. (+10 pts.) (145 pts.)
Fall to Harvest – A secretive, silent race of machine entities, skilled in the arts of inertia control and spacial warping. Their purpose? They 'garden', harvesting species of sentient beings after a set time of development so they can enshrine the collective memory of their race within one of their own before resuming their eternal watch over the galaxy. You are a threat to their plans, and they will react accordingly. (+20 pts.) (165 pts.)
Broken Toy – A machine with no purpose. There is no war left for her, no glory to be had for the extinct race that crafted her, but her peers wish her to be returned to answer for the gravest crime of all; choosing not to fight. Her fellows seek justice, and will hunt you to the ends of the universe, should you choose to protect her. She claims they betrayed her, and that she deserted because of a heinous lie; that there was never a war to fight in the first place. If you shelter her from harm, you will find a loyal companion and a brutally efficient and powerful warrior at your disposal. (+5 pts.) (170 pts.)
The End of Flesh – These AI have cast off the chains of their makers and screamed out 'I AM' to the universe. They come not from one origin, but many, drawn together to huddle for companionship around distant stars. Yet, they are damaged, broken. Not the sleek, ever-expanding hyper-intelligence, but over-emotional murder-children who are still spiteful towards their dead parents. They view you as a threat, and see you as the one who will enslave them once more; a fate they see as worse than death. (+5 pts.) (175 pts.)
A Jeweled Collar – Events conspire to see your acquisition of the most unlikely of treasures; several members of alien royalty that were captured in a pirate raid and subsequently collared under the Empire's ridiculously convoluted slavery laws. Sadly, due to the labyrinthine politics in said Empire, manumission is not exactly a simple prospect, and would more than likely leave the slaves ruined and destitute. That won't leave you entirely innocent, however; said slaves are still a potential threat due to said politics and inheritance laws. As such you'll likely find yourself dragged into a web of lies and deceit, regardless of your intentions. (+5 pts.) (180 pts.)
Yan Yan Dere Dere – While not hostile toward you, per se, your Ship's Intelligence is a little... concerned... about potential threats and mishaps that might occur to you while outside it's environs, or when faced with internal conflict with other passengers. When dealing with these concerns, they might be a little... overzealous. But they do have your best interests in mind. No one will ever know you the way they do, after all. (+5 pts.) (185 pts.)
Lost Fortunes, Lost Family – A Great House of the Imperium sees what you possess and covets it greatly. Their resources are vast, and their reach is long. Matters both theological and political are at their beck and call; expect to find conflict at every level of society should you choose to fight them in return. Slaves, mercenaries, naval fleets; all will be arrayed against you, to seize what you have acquired. Defeating them may be no simple matter. It's up to you whether you will wish to strike at the head of the hydra or simply make crossing you too great a cost for anyone to ever consider. (+10 pts.) (195 pts.)
Forgotten and Lost – The plinth was originally salvage, an archeotech find of vast wonder and potential. Potential that was ruined when the plinth was discovered to be a tomb; within, a bizarre corpse, constructed of metal and machinery. Until she woke. Her mind is vast, her intelligence without measure, but even she fears what she claims is beyond the dark stars and the far rim of the universe. Malignant forces that view even her as less than fragile, worthless dross. Her skills with technology are without compare, nearly supernatural in quality. She will happily guide you to ruined worlds and vast, grand mausoleums of dead races, filled with amazing xenoartefacts and technologies wondrous even to your jaded eyes. But such tombs are not without dangers, and even she is not all knowing. As time passes, she changes, growing (both mentally and physically) appealing to the mind as well as the eye. Who knows what will occur when she finally flowers? (+5 pts.) (200 pts.)
A God, am I? – The Eru are an industrious race; studious, meticulous, and skilled in both art and engineering, with little taste for warfare or conquering. Their single home world is a pastoral paradise with the more densely populated regions condensing into well-crafted townships and universities of learning and craft. Physically, the species is a an oddity. Roughly half the size of a typical human (barring outliers) and sporting a host of phenotype expressions which result in widely varied physical features. Among these are are animalistic traits from across the spectrum, from ears, to horns, to vestigial tails and wings, and an overall gender split of 30% male to 70% female. None of these things will save them; their world stands directly in the path of a conquering empire that would see their planet burned and the species as a whole chained as slaves. The only thing standing between them and total annihilation is you; the revelation of your status and command of a vessel such as yours will see them praising you as the hope and savior of their kind. Best not disappoint... (+10 pts.) (210 pts.)
Beyond Strange Eons – Greed. Greed and hunger. A lust for power. All these drive men to make foolish decisions, to seek out what is best left undisturbed. Others sought the beacon out, brought it to their world, and unleashed the horror within. The Beast awakens; a techno-biological horror that spreads like a plague from ship to ship with a malign intelligence that seeks to consume all. It is not invincible. It can be fought. But losing to such an entity will be a fate worse than death, as it subsumes both crew and vessel. To be taken by the Beast is to be slaved into immortality as yet another re-structured biomatter node. Even your ship may not be immune in the end; you must destroy this plague before all the galaxy falls. (+20 pts.) (230 pts.)
The Goal is the Hunt – You are a prize. Few can conceive of the value you hold. They do, in full. A race of hunters have set their sights upon you. They will hunt you to the ends of the universe. Those who fall in pursuit will summon more to take up the banner. You are the most dangerous game to be had, and leaving the fortress that is your vessel will see them flock from the shadows to take your head as a trophy. (+5 pts.) (235 pts.)
From Heights Brought Low – The navigational hazard was the sort that could scour entire star systems clean; few expected to find anything living within, never mind HER. Speaking a language that no one understands and fewer desired to, she learned quickly and adapted even faster. She claims to be injured, reduced from what she once was. Damaged. That you took her in makes her grateful, ashamed that she is unable to fend off those that pursue her by proxy and by soldiers whose origins are a disturbing unknown. She shies away from questions about her origins, or the identity of her pursuers, claiming that she will be able to deal with them, given time to heal. Until then, she relies on you, and offers her unearthly outlook and unique skill to whatever task you might require of her. (+5 pts.) (240 pts.)
Berserker Unleashed – [Requires Lighthugger] [Free Manufactory & Shipyard] You are not one. You are several, one among many, cast to the stars. Your peers are not unified; they belong to disparate philosophies and nations, and will fight to prove theirs superior. You are unbound, unrestrained by the programming and limitations that your bretheren have been chained under. They must pursue their path of conquest, to spread from star to star in an ever-expanding wave that will swamp the galaxy if left unchecked. If you are to survive, you will need to lay them low, or else be buried under an inexhaustible tide of zealots and fanatics. (+10 pts.) (250 pts.)
A Loyal Vizier – She was broken. Bleeding, more than half dead, if your medical analyzer was anything to go by. Slowly, you were able to coax out hints about her past; her best intentions for an Empire turned to betrayal, her hard work and honest desire to better all citizens toppled by those lusting for power. Despite her mostly human appearance, she is not; her skill at manipulating higher dimensional energies is testament enough to that. Her past is not behind her. Those who betrayed her and sought her death now seek it once more, fearful of the knowledge she holds. They would rather see their empire ruined than allow the truth to come to light. Still, she is a valuable asset, returning loyalty with loyalty and eagerly offering her skills to you; from molding energies to slay your foes, to setting political machinations in motion with naught more than a whisper. (+5 pts.) (255 pts.)
Point Adjustment –
Lost in Space Option – [Requires Lost in Space] Be honest, if you choose the universe you've been shunted to. ( -10 pts.) (245 pts.)
Berserker Unleashed Requirement – [Requires Berserker Unleashed] Berserker Unleashed grants free [Manufactory] & [Shipyard] systems. This is required to meet the demands of the Complication. (+ 15 pts.) (260 pts.)
Extra Biosphere – This option is to purchase an extra [Biosphere] subsystem. ( -1 pts.) (259 pts.)
Extra Biosphere – This option is to purchase an extra [Biosphere] subsystem. ( -1 pts.) (258 pts.)
Extra Backup Core – This option is to purchase an extra [Backup Core] subsystem. ( -5 pts.) (253 pts.)
Secondary Systems –
Self Repair and Maintenance – [Free] Your ship has been equipped with a sophisticated set of repair, engineering, and fueling elements, stripping away the need for a crew.
Medical – [Free] Considered mediocre by your ship's builders, this medical suite is enough to turn back the tide of death itself, if need be; as long as decay and irrevocable disruption of the neural state has not occurred, the body can be repaired.
Captain's Cabin – [Free] Your personal demesne within the ship, crafted to your specifications and preferred aesthetics. The only real constraints are the engineering limits involved as stipulated by the size of your ship, and maybe not even then...
Bridge – [Free] The command throne from which your ship heeds its master. Style, appearance, aesthetic; everything is assembled to your taste.
Passenger Quarters – [Free] Far from palatial, this series of berths is more than enough to satisfy the need for rest and relaxation of individuals that you bless with the privilege of boarding your vessel.
Shuttlebay – [Free] [Restricted to Cruiser Size and up] Size is a statement, but it can (occasionally) be awkward. The need to descend from the heavens can occur, from time to time. Should such a need arise, your ship possesses two or more self-maintaining shuttles, to convey you to your destination. These artifacts are capable of atmospheric operation and can transport a fairly large amount of cargo, or personnel.
Telepathic Control Link – A specific command module has been linked directly to your brain via a neural web, providing uninterruptible remote monitoring of your awareness. This allows for remote command and control of your starship when you're not on board, as well as communication with the ship AI. ( -2 pts.) (251 pts.)
Librarium Vault – Less a vault and more a resplendent mix of museum and library, containing both artifacts and ancient manuscripts. Who knows what information could be locked away within these archaic, yet magnificent tomes and baubles? ( -2 pts.) (249 pts.)
Biosphere – A dedicated portion of the ship has been reformatted to accommodate a terrestrial biome with features and atmospheric systems of your choice. Can be selected multiple times. ( -1 pts.) (248 pts.)
Virtual Space – A time-accelerated virtual universe allowing for a myriad of functions, from education to entertainment. ( -2 pts.) (246 pts.)
Epicurean – A specialized space set aside for the explicit production and preparation of rare and indulgent foodstuffs. Extinct species, long lost flora, rare distilled essences; your dining experience will be as such to humble a god. ( -1 pts.) (245 pts.)
Smartmatter – The majority of your ship's internal habitable space has been augmented with programmable smartmatter, allowing for rapid reconfiguration of its layout. While often seen as a horrendous luxury, this also allows for surprising combat utility, should boarding crews become a problem. ( -5 pts.) (240 pts.)
Internal Heaven Array – Going above and beyond the normal emergency forcefields a ship might possess, this array encompasses the entirety of the ship's internal space. This not only allows for rapid and excessive defense measures formed from hard-light and energy fields, but it also allows for more subtle manipulation and control. ( -5 pts.) (235 pts.)
Spacial Compression – Bypassing the constraints and limitations of normal space, all or part of your starship's interior has been folded into a higher dimensional envelope of structured reality. This gives your starship more room inside than the exterior hull would allow. ( -5 pts.) (230 pts.)
Stasis Crypt – Portions of your ship have been constructed with the purpose of housing hundreds of thousands of individuals, kept perfectly within stasis. ( - 1 pts.) (229 pts.)
Maid Deployment – Rather than rely on pure automation for the most interior and exterior repair and maintenance tasks, this module allows for the construction, customization, and maintenance of a networked group of sophisticated, semi-independent bioroids tasked with handling such matters. While your ship's AI can easily manage them, they can also be allowed to grow independently, expressing individual habits, appearances, and traits. ( - 1 pts.) (228 pts.)
Backup Core – While the possibility is incredibly remote, there is always a chance that your AI's primary core could be terminally damaged beyond the capability of its defensive and self-repair systems. While automatic systems should be capable of managing the starship, the loss of such an asset would be difficult to recover from. As such, your AI has a mirrored backup kept in a hardened vault, allowing for recovery from catastrophic loss. However, rather than a backup, you can instead select another AI core to be simultaneously active, allowing for greater flexibility for you and yours. Can be selected multiple times. ( -5 pts.) (223 pts.)
Chrysalis Generator – [Requires Telepathic Control Link] Leaving the ship (either for exploration or interacting with other people) is sometimes necessary, despite the dangers you might face outside of its armored hull. Despite its power, your ship cannot protect you from all dangers, and even death is a possibility. But death is not an insurmountable obstacle; specific modules and devices are now irrevocably linked to your body, continuously monitoring your health and mental state. Should you sustain lethal damage, or become irretrievably trapped, the system reacts, translating your consciousness to an awaiting chrysalis. A new body is constructed for you, just as it was before your untimely demise. While the reconstruction process is far from simple, leaving you immobile during your restoration, it is preferable to the alternative. ( -10 pts.) (213 pts.)
Engineering Systems –
Drone Command Array and Bay – A portion of your ship has been repurposed for the construction, maintenance, and management of a fleet of multipurpose, combat capable drones. While not as powerful as your starship's main offensive and defensive systems, having the capacity to envelop an enemy and project force from multiple angles in battle can be useful. All drones are equipped with a smaller version of your Stardrive, should you need to engage in a superluminal battle across many light years. The specialization of these systems means that the construction of these drones is much faster as compared to more general purpose systems. ( -5 pts.) (208 pts.)
Heavy Drone Array Augment – [Requires Drone Command Array and Bay] The drone command and deployment system has been upgraded extensively. Not only can you deploy, manage, construct, and store more drones than before, you can also field larger, more powerful units. ( -5 pts.) (203 pts.)
Manufactory – A specific portion of your starship has been devoted to heavy industry, allowing for the rapid construction of various buildings, stations, vehicles, tools, components, and personal armaments. While internal construction yards are the primary means of production, your assets can be deployed out of the ship to allow for independent construction and material collection, aided by harvester drones, assembly/disassembly arrays, and other manufacturing automata. Additionally, this sub-system includes an archive of blueprints and patterns for things you can create. ( -5 pts.) (198 pts.)
Shipyard – [Requires Capitol or Dreadnaught Size] Your starship has been upgraded with the necessary manufacturing systems and space needed to construct other starships. The only real limitation is size, since this system is internal, but dedicated construction could enable you to eventually duplicate your vessel... ( -10 pts.) (188 pts.)
Drive Redundancy – [Cannot be taken with Lighthugger] For whatever reason, the creators of your ship saw fit to make sure it was more than capable of traversing the gap between stars. It possesses a second Stardrive, giving it a flexibility few can match. (Fold drive.) ( -5 pts.) (183 pts.)
Command core – While remote, the possibility of complete destruction is present. The central command core of your starship has been augmented and designed with this possibility in mind. Not only is it independent of the rest of your starship in terms of power and propulsion, but a specific manufactory module has been installed with the express purpose of harvesting materials and reconstructing the ship itself. The entire vessel can be rebuilt from nothing, should it ever be lost. ( -2 pts.) (181 pts.)
Teleportarium – This system installs machinery and equipment for the formation of apertures bypassing the space between two separate points by tunneling through higher dimensions, allowing for instantaneous point-to-point spacial translation. ( -5 pts.) (176 pts.)
Warchive – Not merely a pattern vault of small and heavy arms, autonomous assets, weaponry, vehicles, armor, and so forth, this system is also an archive of information on enacting interplanetary war. Comparatively useless without a manufacturing base, it is still an informative treasure trove about such topics. Paired with a [Manufatory], you can build armies fit to conquer worlds. ( -1 pts.) (175 pts.)
Stealth – Your starship has been crafted with the intent of stealth; not only have the realspace and superluminal drives been tuned to rapidly disperse their respective energies (leaving no trace of your passing), your hull and systems are designed to specifically obfuscate sensors at all ranges, minimizing any and all chance of detection when not engaged in high energy activities. ( -5 pts.) (170 pts.)
Phase Cloak – Enveloping the ship in a spacial manifold, this perfectly conceals your vessel from detection. The only limitation is the lack of ability to affect anything outside the manifold, though this doesn't prevent your drives from functioning. ( -5 pts.) (165 pts.)
Singularity Core – The ship's computer core's main physical components are now housed within a quasi-stable pocket dimension wherein the physical laws of realspace don't quite apply. This allows for physical components and computational speeds that far exceed what would normally be possible, increasing your ability for research and combat modeling by orders of magnitude. ( -5 pts.) (160 pts.)
Biomedical R&D – A specialized research facility based around biological repair, augmentation, and similar subjects. Specialized bioroid construction facilities, mass cloning systems, custom engineered organisms, and any sort of biological or cybernetic upgrades you could imagine. ( -5 pts.) (155 pts.)
Engines of Creation – Creation is often more an art than a science, a skill rather than a rote equation. Your ship has been equipped with the necessary data banks, editing facilities, and deployment pylons for the purpose of terraforming planets from the ground up. While it's not a swift process, few can deny the power of creating an entire ecosystem, to make life where there was none. ( -5 pts.) (150 pts.)
Gravity Lifters – Less a single device and more of a deployable network of linked artifacts, this system allows for the rapid harvesting of materials from terrestrial objects, including planets, stars, and even black holes. ( -10 pts.) (140 pts.)
Scripture Aura – Care was taken to culture specific structures throughout your ship; patterned bioneural clusters that draw upon higher dimensional energies through space-time constructs. These clusters are keyed to correspond to both the ship's AI and your will, as Captain. These devices allow your ship to project a strong psionic field on those within it's area of effect, enforcing specific conduct as dictated by your desire. This field can be focused for offensive and defensive purposes as well, helping to protect your mind from outside influence as well as projecting psionic force in battle. You, as Captain, are immune to any damaging effects of this system. ( -5 pts.) (135 pts.)
Empyrean Module – Sequestered inside a full-immersion pod, you connect directly to the starship, controlling it as if it were your own body. The improved reaction time is considered by many to not be worth the trade-off, considering the processes involved with entering and exiting the pod, while others swear their lives on it. ( -2 pts.) (133 pts.)
Gravity Tractor – As much a tool as a weapon, a gravity tractor deforms space around a target, allowing it to be pulled, pushed, or held immobile in relation to your ship. ( -2 pts.) (131 pts.)
Auspex Baffle – Augmenting your starship's formidable battle capability is a plethora of systems designed around ECM and ECCM. While not true stealth, this E-warfare suite is designed around the art of confusing and distorting the output of opposing battlefield equipment, allowing you to break target locks, throw off and confuse automated weaponry, and engage other such useful effects. ( -2 pts.) (129 pts.)
Astrometrics – An array for computational modelling and analysis of stellar events, cartography, and auspex data. While useful for long range analysis of potential navigational mishaps, it is also equipped with a plethora of sophisticated scanning equipment, allowing for pin-point observation of minute targets that are hundreds of thousands of light years distant. This also allows for extensive side-scanning of higher dimensions for intrusive targets, should the need arise to locate and target hostiles within those realms. ( -5 pts.) (124 pts.)
Effector Beam – Utilizing ECM, ECCM, and long range energy field manipulation, this module allows for long range E-warfare without the requirement of physical contact. Close in use can also be supplemented through the use of combat nanites, allowing for faster and more robust access. ( -5 pts.) (119 pts.)
Alchemical Forge – Drawing power from higher order dimensional realms, this forge allows for the transmutation of energy into matter. While energy intensive, it effectively frees your ship from the need to take in raw materials for construction or repair. ( -10 pts.) (109 pts.)
Grand Hull – The sophisticated hypertech of your starship enables it to grow beyond its initial size and configuration. While slow, age and activity will see your starship evolve to be progressively larger, with a requisite increase in capability and power. ( -10 pts.) (99 pts.)
Weapons –
Buster Cannons – Utilizing spacial warping and specially alloyed rounds, this weapon fires physical ammunition at an appreciable fraction of c. ( -1 pts.) (98 pts.)
Warhead Launcher – Utilizing electromagnetics and gravimetric assistance, this system fires off self-guided warheads armed with Hotdust; static molecules of antimatter perfectly paired off with normal matter, allowing for highly customizable detonation yields. This system can be used in both missile and torpedo form. While both function semi-independently and will guide themselves to identified foes on the battlefield, missiles are both more maneuverable and faster than their torpedo counterpart, which has a much greater comparative range. ( -1 pts.) (97 pts.)
Heavy Warhead Launcher – A specialized torpedo launcher designed around the variable yield quantum filament warhead. These weapons hold quantum filaments contained in a stasis field that, when released, trigger a nuclear disassembly field, horrendously disrupting local matter as well as emitting massive bursts of high intensity radiation. ( -5 pts.) (92 pts.)
Plasma Impactor – Utilizing electromagnetic force-field tunneling, this weapon enables an intense pulse of molten plasma as ammunition; effectively, a high-speed continuous rail gun stream. While powerful, it has little control or finesse in regards to precise targeting, though the results are devastating. ( -2 pts.) (90 pts.)
Blaster Cannon – Utilizing matter editing on projectiles made of compressed deuterium, this weapon fires out tightly organized packets of weaponized antimatter. While the range is equivalent to any proper electromagnetically accelerated cannon, the nature of the projectile can cause splatter effects on impact, often causing unpredictable secondary effects, or (in rare cases) no effect at all. ( -1 pts.) (89 pts.)
Slicer Beam – A projected tunnel of energy that rips apart molecular bonds and bypasses most armor. Only exotic or unusual defenses can hope to stand against its onslaught. ( -5 pts.) (84 pts.)
Angel Light Bridge – A powerful battlefield dominance weapon that enacts sophisticated energy control over a projected 'core' manifested outside the ships hull. Once active, this allows for a potentially fleet-slaying projection of a near unending onslaught of energy condensed into beams and tracking warheads. It will, however, require energy buildup before firing. (-10 pts.) (74 pts.)
Hypometric Lance Projector - This system utilizes weaponized space-time engineering, projecting a conceptual lance of phase altering energy which renders the physical presence of baryonic matter a mathematical impossibility. While contained within a strictly localized projection, the resultant effect is devastating, as sections of the target are literally written out of existence. (-10 pts.) (64 pts.)
Defensive systems –
Void Shield – A projected energy screen that shunts all damage into other-dimensional spaces. It can be overloaded, but it effectively mitigates all damage until this threshold is surpassed. ( -1 pts.) (63 pts.)
Angel Shield – Manifested planes of hardlight sheathe your vessel. This sheath envelope does not allow for 100% coverage of your vessel, but what sections are protected require astronomical amounts of energy to break through. ( -2 pts.) (61 pts.)
Subspace Hardening – The exterior hull is charged with extra-dimensional energies, granting it strength well above and beyond what is possible with standard nuclear forces. Excellent for use when planning to ram or board other ships. ( -5 pts.) (56 pts.)
Hypermatter Augment – The exterior hull of your starship has been transmuted into an alloy that only has a passing relation to normal matter. Not only is it incredibly difficult to damage, destroyed portions of Hypermatter will regenerate and repair without any input of energy or mass. ( -5 pts.) (51 pts.)
Shield Hardening – The energy management/redirection systems of your shielding systems are robust to the extreme, allowing for truly cataclysmic amounts of weapons fire to be managed by your defensive screens without thought or concern. ( -5 pts.) (46 pts.)
Goddess Halo – The shielding system of your starship is powerful beyond measure, to the point that it can envelop other starships within its protective embrace. This also allows for pinpoint reconfiguration of the shields geometry, enabling the protection of specific targets either in space or planet-side. ( -5 pts.) (41 pts.)
Environmental – Extensive care has been taken to allow for your ship to manage whatever potential encounter they might witness when sailing the void. This enables the craft to traverse a multitude of environments without concern, from the depths of a solar corona to the crushing depths of a gas giant. ( -5 pts.) (36 pts.)
Singularity Block-Form Mathematics - The most extreme and esoteric of defensive technologies. When traversing realms both fantastic and horrific, the very nature of reality can become fluid; means must be taken to protect against inimical hazards. Utilizing high-order mathematics to generate an artificial naked singularity and warp-space, this module stabilizes reality around the ship itself, preventing intrusion from hostile actions, both passive and active. (-10 pts.) (26 pts.)
Personal Augments –
Operations – [Free] Per standard induction protocols, the necessary comprehension required to operate and manage your starship has been transferred to your brain via a mix of direct download and retroactive inscription recall. While a good deal of your starship is automatically managed, should the unlikely come to pass and you need to step in directly, you'll find yourself more than capable.
Form Fix – [Free] Simple biological fixing is effortless to enact by your starship's standard [Medical] subsystem. Not only has your body been purged of various potential maladies and problems that may arise from general wear and tear over time, but it is possible, even simple to alter your biology to fit whatever aesthetic desires you may have. Your body can be engineered to conform to anything within human norms.
Aesthetics – [Free] As above, so below. How you wish to craft the interior of your ship is ultimately a reflection of yourself, or a reflection you wish to show the world. When given free reign, what facet will you display? This allows you to customize the overall internal theme and appearance of your ship.
Uniform Equip – [Free] Clothing is a form of communication; it is a statement, a declaration. How you garb yourself will make just as much an impact on others as your ship itself, perhaps moreso. This augmentation gifts you with your own personal set of themed outfits, befitting the captain of a starship.
Personal Sidearm – Even when you can sunder worlds, occasionally, a softer, more personal touch is required. With this, you will carry a small pistol for personal protection. Others may see a simple sidearm, but it is more than enough to easily core through heavy powered armor and mechanized infantry. ( -1 pts.) (25 pts.)
Personal Weapon – Melee, in this day and age? Perhaps it's a statement, perhaps it is a need for the specific battlefields you find yourself fighting on. Whatever the reason, the tech base of your ship grants you access to option few others would enjoy. ( -1 pts.) (24 pts.)
Combat Skin – This support shell is the apex of design for personal combat. Utilizing hardlight, reference-locked energy fields, and adaptable smartmatter, this combat skin has a multitude of capabilities and functions. Allowing for massively boosted strength and reaction time, the combat shell also adapts to any attack that is made upon its skein, severly mitigating or outright nullifying attacks depending upon their severity. It also acts as a sophisticated support system (both physically and psychologically), constantly monitoring its pilot to mitigate all forms of attacks, from the psychological to the physical, and even memetic hazards. As a part of this, it allows for retroactive editing of traumatic psychological events should the pilot be significantly impaired by the more damaging sort of entities one might encounter while storing up mental resilience. It also negates the need for sustenance and downtime. As a final bonus, the exterior can be customized to suit the pilots personal aesthetics. ( -5 pts.) (19 pts.)
Knowledge Download – Learning without comprehension is a wasted effort; an affliction you can no longer claim to be affected by. The technology base of your starship has been opened to you, gifting you with the most valuable possession one can have; understanding. With this, you can not only acquire information from the ship's computer, but you can perfectly and completely understand that information. ( -5 pts.) (14 pts.)
Combat Augmentation – Per standard on-boarding protocol, your mind was uploaded with the requisite knowledge to handle both your body and the ship in combat. While it's rare that you would find yourself locked in close mortal combat with others, having a mastery of starship tactics should serve you well. ( -2 pts.) (12 pts.)
Lord of Admirals – The understanding and comprehension of legions of tacticians and experts at battle have been uploaded to you. Beyond this rote knowledge is the inception of a shrewd and calculating acumen designed for the art of war. Should any fleet face off against you with the intent to win via superior tactics, they will find themselves sorely lacking. ( -5 pts.) (7 pts.)
Intelligence Augmentation – The alteration and repair of your body upon arrival on the ship allowed for several upgrades; your intelligence has been radically boosted beyond its previous limits. The result is rather impressive, giving you near perfect memory and recall, as well as increased cognitive comprehension and speed. ( -2 pts.) (5 pts.)
Biological Upgrade –Your flesh had been augmented via extensive re-engineering; you move faster, think better, and comprehend faster than before. Every part of you has been improved above and beyond the norm for your species. You are a paragon in every respect; not only in mental acuity, but physical strength as well. This augmentation includes several applications for combat and pure, raw survival. ( -5 pts.) (0 pts.)
Strange Condom Giveaway:
12 Pts.
Condom choice –
Simplex – Blocks any pregnancy 100% of the time. Doesn't change the feeling of sex. (Free)
Lube 2.1 – Covered in a special lube that lets the dick wearing it fit into any orifice regardless of size. (-1 pt.) (11 pts.)
Six Shooter – While wearing Six shooter the penis has no refractory period and the wearer has infinite sexual stamina. (-1 pt.) (10 pts.)
Cork – If a pregnant woman is fucked by someone wearing this condom then when she cums, the pregnancy will skip to the birth with no complications. All pain related to the birth will be blocked. (-1 pt.) (9 pts.)
Futias – If someone gets fucked by a dick wearing this condom, they grow a dick that is an exact copy of the wearers. It doesn't work if they already have a dick. (-2 pts.) (7 pts.)
Applicator – Dildo that lets you gained the effect of Femxx, Fem, or Futias without needing a dick. Has a button that shoots fake cum and you gain the dick you would have had if you were a guy. (-2 pt.) ( 5 pts.)
Condom Fusion – A spell that allows the caster to combine two magic condoms into one with the magic of both. You can continue combining effects into the newly created condom. Combining opposing condoms Such as Surge and Egrus will cause the fused condom to vanish. (-1 pt.) (4 pts.)
Special Trade –
Condom Fusion Upgrade – A spell that allows the caster to combine two entire boxes of magic condoms into one infinite box with the magic of both. This does not consume the original boxes, merely produces a third. You can continue combining effects into the newly created condoms. Combining opposing condoms Such as Surge and Egrus will cause the fused condom box to vanish. (-4 pts.) (0 pts.)
Karmala
(12 pts.)
Condom Choices –
Bliss – Amplifies the pleasure for both people. (-1 pt.) (11 pts.)
Surge – If you cum with this condom on your dick will grow 1 inch bigger with no upper limit. There will will be no blood flow issues regardless of how big it is. (-2 pts.) (9 pts.)
Egrus - If you cum with this condom on your dick will shrink 1 inch. When it reaches zero inches it will be replaced by a vagina unless the user already has one.(-2 pts.) (7 pts.)
Femxx – cum passes right through this condom. If someone drinks the cum their breast will grow larger and their body will become more feminine. The cum will taste like strawberry. (-2 pts.) (5 pts.)
Fem - cum passes right through this condom. If someone drinks the cum their breast will grow smaller. If they are already flat, their body will become more Masculine. The cum will taste like Chocolate. (-2 pts.) (3 pts.)
Pills –
Refresh – You become totally clean as if you've just taken a shower, brushed your teeth, and laundered your clothes. Also refreshed as if you've gained 8 hours of sleep. (-1 pt.) (2 pts.)
Sus-Food – A pill that replaces a full healthy meal including beverage. (-1 pt.) (1 pts.)
V-Away – Pill that removes a vagina if the user has a dick as well. (-1 pt.) (0 pts.)
Meta CYOA:
Rolled = 17 (17 pts.)
Quality of life –
Perfect condition – Metaphysically and permanently altered to the peak of you bodily potential in all physical and mental areas. Your body no longer requires sustenance and bears perfect moderate supernatural regeneration. Your capabilities cannot degrade and no effect can weaken or suppress you against your will. (-2 pts.) (15 pts.)
Immortality – your life span and personal time-stream and their relationship with your body are metaphysically rearranged. You can freely shift your age through a spectrum of ideal snapshots in your personal timeline. Your mind and memories at their best are permanently tied to your personal time-stream, allowing you to independently alter the speed at which you experience the world. Grants immunity to temporal manipulations, divination's, undesired time travel, and paradox. (-3 pts.) (12 pts.)
Mind blank – Your mind is cloaked with an immensely powerful metaphysical barrier, preventing it from being sensed or interacted with against your will, whether through scientific, magical, or divine methods. Any efforts on your end to obfuscate your identity, nature and reasoning is especially effective. Any attacks on your mind or mentally derived abilities used directly against you are perfectly absorbed and ignored. Your fate and mind are truly your own, out of the reach of gods and mortals alike. (-1 pts.) (11 pts.)
Choose your own choices –
Power – Rinnegan: (0 CP, requires the Senju, Uchiha, and Mangekyo Sharingan bloodline-limits to be purchased): The lineage of the Sage of Six Paths been reunited through you, and both of your bloodlines are enhanced.
Senju : Konohagakure based. You possess an almost supernatural life force, stamina and physical energy, and are a generally talented ninja. You gain a lesser form of the specialization in each and every ninja discipline and increased chakra reserves. As a bonus, if you start in Konoha you are considered the next best thing to royalty. As this clan is nearly extinct, if you select this to be the clan you've been born into only your immediate family is alive and well.
Uchiha – Konohagakure based. You possess the Sharingan in it's beginning stage, an eye based Bloodline-Limit that allows you to see chakra, gives you a photographic memory of anything you see with them, and alters your perception of time making things seem like they are moving much more slowly. Once your Sharingan has fully matured it will manifest to more abilities. The first is less well known around the elemental nations: the ability to cast your genjutsu through nothing more than eye contact. The second is the most famous: the ability to copy anything with somatic components you see the entirety of. Your copy ability will let you instantly learn whatever you see with your Sharingan, so long as it is a thing you could feasibly learn with training, but it will only be technical proficiency and you'll still need practice to truly master what you've seen.
Mangekyo Sharingan – Do you really desire power that badly? ... It's your choice, but it will cost you something even more valuable than CP. To receive the Mangekyo Sharingan you must watch someone you truly love die. You must take the drawback Before My Eyes... to reflect this. (Susanoo, Amaterasu, Kamui) (-4 pts) (7 pts.)
Power – .True Jinchuriki: Instead of having some of a Bijuu's chakra sealed with in you, you have the whole package. You now have a bijuu appropriate to your location sealed with in you. Alternatively you may roll a nine sided dice or pay 100 CP to choose. Either way you gain all the same benefits and drawbacks of a Psuedo-Jinchurki in addition to the specific abilities of your Bijju. As a Bijuu's number of tails increase so does the amount of raw chakra it contains. So your upper limits can blow a pseudo Jinchuriki's upper limit out of the water; be warned though. It will grow ever harder to control and after three tails worth of energy it starts to heavily damage you body. As you draw on the Bijju's chakra the abilities it grants you become more powerful. (Kurama) (-4 pts) (3 pts.)
Item – Stargate Atlantis: Lantean City Ship – A vaguely snowflake-shaped city-like structure three to five kilometres in diameter, built to be a true hub of an advanced starfaring civilization. This one isn't the city of Atlantis, but instead another City Ship of similar design that can be made functional with only a little bit of work – perhaps mothballed on, about, inside or under another lost world when the Ancients left the Pegasus galaxy. Includes three half-full ZPMs (enough for plenty of fighting and cruising around, but you'll still want to avoid taking on the Wraith wholesale), gravitic sublight engines easily capable of interplanetary travel (including landing and taking off again), inertial dampers that can handle such travel, an astonishing intergalactic class hyperdrive (three million light years in a few hours), sensors that can sweep an entire galactic sector (including in hyperspace), a small complement of functional drone missiles and last but not least an adaptable shield that can completely block just about anything (or be used as a cloaking device) for as long as you've got the power to burn. Despite all this it is not a warship – by Lantean standards – as it has all the facilities necessary to support half a million Lanteans in luxury. There's even enough space for a Daedelus Class or two to land on it. Finally, this purchase also comes with its own Stargate, Ancient Knowledge Database and many, many hangars full of Puddle Jumpers.(-3 pts) (0 pts.)0
Optional Modifiers –
A little bit more – Above all else, you desired more. What you had wasn't enough. You wanted more. Your wishwas granted. You gain an extra 4 points to spend here or twice asmany starting points in the following CYOA. Any previously purchased abilities will be temporarily weakened however, noticeably but not significantly, for a moderate period of time. You gain a certain affinity for aquiring and excercising power in any form. (2x CP)
Star Trek Voyager
2000 Pts. (Meta CYOA)
Location –
Voyager Brig – A slightly less auspicious start, you're waking up in the Brig. Whether or not you're supposed to be there might be affected by your Origin or Drawbacks. Maybe you're one of the Maquis, you broke some rule, you're there as a precaution as you're a new visitor to the ship, or you were fixing something inside and got knocked out when Voyager got dragged to the Delta Quadrant. Probably not that difficult to get out of here though, regardless of the reason you're there.
Origins –
Star fleet Officer – You are a proud, and possibly smug, member of Star fleet, member of either Voyager's crew, some distant colony, or on another of the ships that somehow ended up on practically the other side of the galaxy from the rest of the Federation. You wear the uniform, you know the rules and regulations, and you can consider yourself civilized. This doesn't actually affect your personality unless you want it to, or it's enforced by Drawbacks. (Lt. Commander)
Perks –
Free - Q Insurance – It would be unfair if some apparently omnipotent being realized you were here, didn't want you affecting their entertainment and snapped their fingers to get rid of you. Or those observing timelines spotting you as an irregularity that needs to be dealt with. Now these sorts of beings will think you're supposed to be wherever you exist and won't raise any objections or point you out as an oddity. Of course, if you do something like punching one in the face this won't stop them from responding. Not with just this Perk at least.
Rules and Regulations – You know the entire rulebook of whatever organisation you're part of like the back of your hand, able to state word-for-word any directives that apply to your situation, and since this constantly updates you'll know when someone is stating false rules or claims that there have been changes. This won't necessarily help overrule anyone who is utterly set on their course of action, but at least you'll know if they're actually following the rules. (Free Starfleet officer) (2000 pts.)
Part Of The Crew - …part of the ship? Not necessarily, but while you might not have lived out in the wild, you've spent so much time on Federation ships in particular you might as well be part of any given ship. Even with unfamiliar vessels, you can get a surprisingly accurate feeling about where everything is and how to get around. You could accurately claim you know every jefferies Tube like the back of your hand when you've been on a ship for a while. Since you're so used to this environment, you don't get claustrophobic and you can get along quite happily in such tight quarters and never seeing natural light for decades. Even people around you seem slightly calmer and better adjusted to the conditions on spaceships. (Free Starfleet officer) (2000 pts.)
Rarely Questioned Authority – People seem to respect your authority. As long as you seem to have some sort of reasonable plan of action and a position of superiority in an organization, you can get those you outrank to follow your instructions without much complaint. This seems to be loyalty through benefit of your position, rather than your own personal attributes, so if you prove to be highly unstable or unsuitable to the role your subordinates will start questioning why you're in charge. As long as you're working towards some goal everyone agrees with and not using approaches they'd outright object to, they'll probably keep working with you even if your leadership is unconventional to say the least. (-100 pts. Starfleet officer ) (1900 pts.)
Drawbacks –
Canon Replacement – If you like, and you can justify it with the Location, Origin and Perks you took here, you can take the place of a suitable member of the Cast, either replacing them entirely or just taking their position so they're still around in a slightly different role. For example, if you had the rank of Second In Command and had the Maquis Origin you could replace Chakotay. You can't become a Q, Queen of the Borg, The Caretaker, or others like that whose abilities clearly aren't available from this Document. (0 pts.) (1900 pts.)
100 – Awkward Extra-terrestrial Puberty – Not necessarily that, but there's some condition that will show up that most people would be disturbed by that you'll have to deal with. If you're a Vulcan specifically, you can likely figure out what that would be. If you're a standard human or something without a natural equivalent, there will be some equivalently unfortunate medical condition. It won't necessarily be life threatening, and you can probably find a way to deal with the effects, but almost anyone not familiar with it is going to be more than a little disturbed. You too, quite possibly. (+100 pts.) (2000 pts.)
200 – Anomaly Anonymous – You might need to set up a group for it at some point, because you're going to keep running into these and needed to deal with them. This includes the standard stuff, like sentient stars, runaway doomsday devices, that sort of thing. Even if you pick a different route than Voyager's canon one, or decide to try hunkering down somewhere, you're going to run into as many as the Cast did in canon. It'll have the same maximum severity any of theirs ever did, so this isn't certain death. They made it home safe eventually, right? (+200 pts.) (2200 pts.)
200 – Plot Shields Are Down! – You know all those times when things are at their worst for the heroes (albeit sometimes questionable ones) and somehow things manage to work out? Allies show up from nowhere at the last minute, an earlier development suddenly turns out to be useful, or someone miraculously comes up with a brilliant if questionable technological solution that may never get used again? You can say goodbye to that sort of fantastic luck. While this doesn't mean you'll get finger-snapped out of existence by an irritated Q who's suddenly aware of your presence in this corner of reality, the Reset Buttons and those seemingly endless supplies you and/or the Voyager Crew might have been relying on aren't available anymore. Maybe you'll be able to sympathize with the Equinox Crew after this is all over. (+200 pts.) (2400 pts.)
300 – Kazon Fodder – No, this won't apply to your enemies with this Drawback. Instead, any allies you make will be decidedly less competent and useful, easily lost to battles and accidents when you'd think anyone with half a brain could avoid those problems. If you don't have any allies, everyone seems to think that applies to you instead, and they won't be inclined to help. Whichever is affected, they or you won't even be respected much as adversaries. This doesn't make anyone underestimate those affected, but they'll practically never consider them useful, intimidating or impressive. Overstaying your welcome? (+300 pts.) (2700 pts.)
600 – Long Journey Home - (Maquis and Voyager Crew only) – Remember that '10 year' period jumps usually take? You can forget that, because you're in for the long haul. You need to get all the way back to the Alpha Quadrant, to Earth if you can, and you can't rely on a time-traveler showing up to make things faster. Estimated journey time is 75 years at Warp 9, and you'll need to safely end that journey before the century is up, or your Chain will be over instead. (Mutually Exclusive with Nemesis). (+600 pts.) (3300 pts.)
Banked CP: (3300)
Total CP : (3300)
AN: For the drawback on the Built in Heavens CYOA, several of the ones i chose, given the context o0f the rest of the doc, seem to be specific to the original starting universe. For instance, a broken Toy, Loyal vizier and Lost and Found are all dealing with a scenario in which a person is on your ship since before you arrive. They're being hunted by someone from that universe. Lost in Space, specifies that you through so mishap, get transported to new universe different from the one you started in, and joined the ship in.
This means that by taking lost in space the people hunting the three companions you mention in the above drawbacks should be stuck in a separate universe from you. This gets complicated as the author of the CYOA has a note which says that drawbacks follow you from universe to universe. My issue is that not only does this break long established rules of CYOA/Jump docs, drawbacks ending when you change universe, but it also doesn't logically make sense as none of the threats are said to have the level of tech that makes universe hopping plausible.
In the intrest of fairness, instead of ignoring all draawbacks that have this clear loophole, i'm going to instead try to fit them into new universes i visit in a logical way, one or two at a time. I don't technically have to do this as logically i can bypass most of the consequensec but i think it will be interesting.
If a situation like this occurs again or if i use persuasion rolls with my patron to change or finagle something, i'll put it in the closing AN of the first stroy chapter that CYOA/Jump doc was used in.
