Darksiders CYOA Choices:
Drawbacks [Up to +1000 CP may be chosen]:
Heroic Labour (+100 CP): To go anywhere in the world, you are going to need some world-specific gear and abilities to get past all of the obstacles. Unfortunately, everyone with the abilities or items you need is set on setting some sort of task for you, such as collecting souls or finding a rare piece of a broken artefact.
Wicked K (+200): A certain posh and British wicked (zombified human) believes you are the reason for humanity's demise and will challenge you to inescapable duels. Should you defeat him, he will return, stronger than before to challenge you again.
Hunted x2 (+400) - Hell and Charred Council: Heaven, Hell or The Charred Council believes you to be a major threat to their plans and will use all of their soldiers and power to kill.
Amnesia (+300): You remember nothing about this world except what your background knows. Drop-Ins have zero memories.
Total Points w/ Drawbacks: 2000
Starting Location:
Rolled 7: The Abyss
Background:
Drop-In
Abilities:
Remnants (Free for Drop-In): The Makers of this world left behind many fantastic creations and you find it easier to use them. This translates intuitively in using any artefacts and an easier time finding them on other worlds.
Divine Flight (-100, 1900): If you are an angel, you gain a pair of divine wings that allow you to fly. In any other form, your wings become ethereal and allow you to glide.
Demonic Strength (-100, 1800): Your demon form is tall and muscular, perfectly suited to prolonged combat. If your form is not demonic, you simply become stronger.
Blessing of Fury (-100, 1700): Rage and Anger now give you a boost in strength. In addition, you may now become more proficient in using chains and whips as tools and weapons.
Guardian's Ally (-100, 1600, Discount for Drop-In): The Makers had forged many constructs and sentinels that guard places of power. Where you go, neutral guardians and entities will generally be helpful, but don't expect them to just give you their treasure. They may be open to a fair trade though.
Hellfire (-200, 1400): The power of fire is yours! You can breathe or cast fire and gain significant resistance to it.
Celestial Technology (-400, 1000): Though they are not Makers, the Angels are a force of creation. This perk grants you their knowledge of the Supernatural technology they use. Holy armour, laces that shoot beams of light and all manner of technology that repels darkness and creatures of evil. You also become more skilled in the use of holy weapons.
Maker's Prodigy (-300, 700, Discount for Drop-In): The Makers decide to teach you the ways of creation and you may choose to become their pupil, they will teach you how to create magical artefacts, imbue places and objects with power and even how to create magical constructs with sentience. Regardless of whether you spend the time learning from them or not, you will learn future skills related to creation, enchantment and forging will come to you as if they were second nature, waiting to be remembered.
Maker (-600, 100, Discount for Drop-In): You gain an alternative form of a Maker, broad, immensely strong and around 12 feet tall. You also gain supernatural powers of creation, able to make impossible things from practically nothing. Though it may take many years of practice, you will be able to master the art of crafting life from clay, forge magic spells from ideas of the mind, and matter from nothing.
Creator's Spark: If you ascend and receive a Planeswalker's Spark, you will find your knowledge of crafting extends unto the impossible and the law of reality. You may eventually create new worlds from the void and forge new forces such as a unique form of magic or entropy as you create the new plane.
Items:
Soul Cage (-100, 0): A cage that can collect and store souls, useful if you wish to trade with Vulgrim.
Angelic Armaments (Free due to Celestial Technology): Divine forged armour, and a holy light cannon.
