Project V17/Powers/Origin

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Powers Origin

No Powers

Gain: 50 CP

You have no Shard. You may not take any powers and some Perks will be restricted to you.

Shardless

Cost: 10 SP

Cost: 10 CP

Your powers do not come from a Shard but from another source like your genetics, soul, and the like. You can only select powers from the Shardless category. Some Perks and Drawbacks may be restricted.

You can choose whether all your powers are distinct or facets of a greater whole, in either case, they will be able to affect each other and/or synergize together unless explicitly stated. Over time, the synergies can change or reinforce depending on how your powers grow.

Note that all Shardless powers by default have compatibility with powers of any kind.

Shard of the Warrior Entity

Gain: 5 CP

Required: Shards, what are those Shards you speak of?

Your power comes from the Warrior Entity. - Your power pushes you toward conflict and can alter your personality. + You instinctively understand how to use your powers. + Your power will back you up in a pinch or when you're actively using your power for conflict. + Your power has enough juice to last at least a century of active use.

You can choose whether all your powers are distinct or facets of a greater whole, in either case, they will be able to affect each other and/or synergize together unless explicitly stated. As your Shard is restricted (unless it is Deviant) the synergies are fixed at the time of Trigger.

Shard of the Wanderer

Cost: 5 CP

Cost: 5 SP

Required: Shards, what are those Shards you speak of?

Your power comes from the Wanderer Entity. + Your power doesn't alter your personality or push you towards conflict. + You instinctively understand how to use your powers. + Your power starts slightly stronger than described and can grow in strength and potency over time if you push your limits. + Your power will back you up in a situation where you are incapacitated and are unable to continue fighting. + Your power has enough juice to last at least a few centuries of continuous use.

You can choose whether all your powers are distinct or facets of a greater whole, in either case, they will be able to affect each other and/or synergize together unless explicitly stated. As your Shard is abnormal the synergies can be reinforced when your power grows.

Shard of the Thinker Entity

Gain: 5 SP

Required: Shards, what are those Shards you speak of?

Your power comes from the Thinker Entity. + Your power is dead and can't directly change your personality. - You have to learn how to use your powers. - If you use your powers too much, you could use up all its juice within a couple of decades. + Your powers may be slightly stronger than described.

You can choose whether all your powers are distinct or facets of a greater whole, in either case, they will be able to affect each other and/or synergize together unless explicitly stated. As your Shard is dead the synergies are imperfect and fixed at the time of Trigger.

Entity

Gain: 20 SP (Easy)

Cost: 20 CP

Gain: 10 SP (Standard)

Required: Entities, what are those Entities you speak of?

Required: Shards, what are those Shards you speak of?

Instead of entering the world of Worm as a Host, you'll become a (baby) Entity instead. The appearance of your Avatar, if you have the appropriate Shards, is determined by your choices in the Character section. The Perks and Drawbacks that apply to you will target your Avatar if you have one or your Entity body if you don't (except for the ones that affect their Shard or the World).

If you picked an existing character, their mind will be uploaded to the Entity's consciousness and their Shard will be integrated. You have control over who can enter your nesting dimension(s). Zion or another Entity would be able to force their way in. If you have All Seeing Precognition your Shards have improved abilities to pierce defenses.

You are immune to Master, Stranger, and Thinker parahuman powers from other Entities, as well as from your own parahumans if you desire. Your Avatar and Constructs share the same immunity. Another Entity can still use their Shards to scan you if you have no defenses against it and you can do the same.

Shard Ranking

Normal

Gain: 10 CP

This Shard is not considered to be important to the entity. You can choose Tier 1 powers.

Vital

This Shard is considered important to the Entity, so it will not be discarded lightly. The entity would be hindered by the loss of this Shard. You can choose Tier 1 and 2 powers.

Queen

Cost: 10 CP

The Entity, not having this Shard, is severely hindered. This Shard is significantly stronger than most others, only equaled by the other Queen shards. You can choose Tier 1, 2, and 3 powers.

Shard Essences

Essence of a Shard (Normal)

Cost: 5 SP

Required: Essence of a Shard (Noble)

Required: Essence of a Shard (Vital)

You can pick powers from the Tier 1 section.

Essence of a Shard (Vital)

Cost: 5 SP

Cost: 5 CP

Required: Essence of a Shard (Noble)

Required: Essence of a Shard (Normal)

You can pick powers from the Tier 1 and Tier 2 sections.

Essence of a Shard (Noble)

Cost: 10 SP

Cost: 5 CP

Required: Essence of a Shard (Vital)

Required: Essence of a Shard (Normal)

You can pick powers from the Tier 1, Tier 2, and Tier 3 sections.

Ascension

Shard

Gain: 10 SP

Cost: 10 CP

Instead of entering the world of Worm as a Host, you'll become a Shard instead. Your Host is determined by your choices in the Character section and the Perks and Drawbacks apply to them instead (except for the ones that affect their Shard or the World). If you become the shard of an existing parahuman you take over their existing shard instead of becoming a new one. Your hosts can reach your nesting dimension through portals and teleportation with your permission.

Shard Relationship

Hostile

Gain: 10 SP

Gain: 10 CP

Your Shard, for some reason, doesn't like you. It will give you very little leeway with your powers and might even try to actively get you killed. You can improve this relationship by being a good Host but it will take time.

Neutral

Your Shard is indifferent towards you. It will give you a bit of leeway with your powers but won't actively help you. Whether your relationship improves or degrades is up to you.

Friendly

Cost: 5 SP

Cost: 15 CP

Your Shard really likes you. It will give you leeway with your powers and will happily help you out when in a tight spot. Your powers will develop in helpful ways over time.

Shard Deviancy

A Voice in my head

Cost: 2 SP

Cost: 2 CP

Your Shard can converse with you. This will give you headaches unless your companion can learn to moderate their voice.

Superliminal Space

Cost: 2 SP

Cost: 2 CP

Your Shard can bring you into a dreamscape while you sleep, the appearance will correspond to the Shard and the powers it has. In there, you can converse and interact with your companion.

Autonomous Projection

Cost: 3 SP

Cost: 3 CP

Your Shard can express itself through a minion Master power you have, a projection, or even a cloud of bugs. You lose access to the minions while the Shard is controlling it.

White-Box Tech

Cost: 5 SP

Cost: 5 CP

Good news, your Tinker-tech is not black-boxed. The principles behind your tech can be understood and reproduced by scientists. Bad news, your Tinker tech is not black-boxed. A lot of people will want to know you.

Uninhibited

Cost: 5 SP

Cost: 5 CP

Your Shard is less restricted than usual, this doesn't lift all restrictions as the result would be ... explosive but it gives your Shard more leeway to express your powers.

In practice, this could do several things. It removes your Manton Limit and allows you powers to apply to more things. For example, Skitter can control all invertebrates, Vista is less limited by living creatures, or telefrag people by teleporting into the spot they currently occupy. This can also loosen other restrictions such as the restrictions all Tinkers have on space travel and other Technologies the entities consider high-risk. As time passes on, you find your Shard getting better at controlling itself allowing for more limits to be removed. Eventually removing things such as the inability to affect Endbringers. This also allows your shard to modify inter-power synergies over time.

Patron

Cost: 5 SP

Cost: 5 CP

You are capable of learning how your power works (and only your power unless you possess some kind of power copying). By learning how your power works you are permanently capable of using them even if you're disconnected from your Shard. This would be as if you possessed Shardless. Even after mastering your power, your Shard continues to help you by revealing new and creative ways to improve and use your power that you normally wouldn’t think of, and by boosting your power when you confront enemies, giving you a combat advantage.

Shard Influence

Irritable

Gain: 2 SP

Gain: 1 CP

You find yourself slightly more easily angered.

Wrathful

Gain: 2 SP

Gain: 1 CP

You find yourself slightly more prone to violence when angered.

Battle Hungry

Gain: 5 SP

Gain: 3 CP

You want to fight. Going a few days without fighting is fine, but going more than a week without a fight is nearly unbearable.

Blood Thirsty

Gain: 8 SP

Gain: 5 CP

When you fight, you don't try to avoid maiming. In fact, you might even go out of your way to maim your opponents.

Mental Disorder

Gain: 10 SP

Gain: 5 CP

Your power has given you some sort of mental handicap, disorder, or quirk. This could be anything from a bad case of ADHD to a really bad case of OCD. Whatever you have, you have a severe case of it.

Relatability

Gain: 10 SP

Gain: 5 CP

You have lost all your ability to relate to humans. This can be regained, but it'll take a lot of work. You gain the ability to understand something related to your powers a lot better than you would have otherwise. If your power is dog-related, you might gain the ability to understand dogs better than you had humans before. If your power is robot-related, you might find yourself with the ability to understand AI, etc.

Not so Gentle Push

Gain: 5 SP

Gain: 5 CP

You need to use your power, especially in new and creative ways. You can barely go a week without using your powers, it just isn't possible to go longer. Avoiding using your powers in new, creative, and varied ways will result in your powers doing things without your consent or them trying to get you killed.

(Shard) Perks and Drawbacks

Influence

Cost: 2 SP

You can influence your host through subtle changes in their thought process. This can be no more powerful than a slight increase in their aggression.

Advise

Cost: 3 SP

You can send mental messages to your host. These messages are limited to a simple concept such as an emotion connected to something they sense.

Control

Cost: 8 SP

Incompatible: Administrative Mishap

You can actively force your hosts to act. A host can resist these compulsions but not forever, and when they do fail regaining control will be even harder. The more general the act the harder it is to resist.

Am I Seeing Things?

Cost: 8 SP

You can alter your hosts' perception, creating hallucinations and distorting the senses.

Modulate Power

Cost: 5 SP

You can reward your host for good behavior. By dedicating time and energy to that host you can strengthen their powers and give their abilities more breadth. This is a slow process, taking a month to boost by 2%.

Redux

Cost: 5 SP

Should a host of yours experience a trauma worthy of a second trigger you can grant them just such a thing. This event will grow their power to new heights and gain new aspects. The preparation for this takes a month's energy.

Multiple Hosts

Cost: 8 SP

You can use a month of energy to mark people who have a social connection to a host of yours. Should they undergo a traumatic enough event to trigger you will gain them as an additional host. Every host you gain will have a variation on the original's power set. You can add a new aspect or angle to the power, but it must come with an equal reduction in some other part of the power.

Judge Jury and Executioner

Cost: 2 SP

Should a host of yours displease you, you can sabotage their powers, making them lose control and opening up weaknesses.

Dreams

Cost: 5 SP

You can bring your hosts into a dream space when they sleep. This space can only be as complex as their mind can dream up, and they will remember this as well as they would remember any other dream. If you like you can spend your time in this dream space even when they are awake.

A Helping Hand

Cost: 5 SP

Your host can leave certain aspects of managing their power up to you, in which case you can automatically handle tasks for them.

Administrative Mishap

Cost: 10 SP

Incompatible: Control

Something went wrong. Instead of a normal connection, you have become the host as well. Maybe they had severe brain damage or their trigger was so traumatic that their consciousness shut down. You now have full control of your host body as if it were your own and your mind is split between your host's brain and your core self. This makes some other perks redundant since you control both sides of the relationship.

A New God

Cost: 15 SP

Required: Queen

You can subsume the shard of anyone your host kills. This lets you use the powers of those shards as replacements when making powersets for new hosts. If you gain the right shards, you could become a new Entity someday. You also subsume the shards of parahumans who cluster triggers with one of your hosts. You can use the perks from this section on hosts of subsumed shards.

Forbidden knowledge

Gain: 5 SP

You cannot do anything that would expose your true nature as a shard to humanity and your host. This does not prevent communicating with people who already know about shards

Nothing Left of You

Gain: 30 SP

Gain: 30 CP

You lose your humanity, every memory, ideal, and piece of you is torn apart and made anew without the warmth of empathy and emotion.

A Sitting Duck

Gain: 20 SP

Gain: 20 CP

Normally the worlds that your Shards reside on would be protected from dimensional travel. This drawback strips that protection from you. any means of travel that could reach worlds like Bet or Aleph can reach you.

A Loyal Shard

Gain: 10 SP

You are driven to complete the greater goals of the entities. As long as it does not directly interfere with their goals you can otherwise act as you desire.

Parasite

Gain: 10 SP

Incompatible: Administrative Mishap

Your hosts are aware of you and are horrified by the intrusion into their minds. They will hate you regardless of your influence.

The Bond of Life

Gain: 10 SP

Should a host of yours die you will perish as well. This does not apply to deaths if they persist in some form through their powers.

Get a Grip

Gain: 10 SP

Your ability to perceive your hosts is broken. You will lose perception of them for days at a time at random.

Telegram

Gain: 10 SP

All information you receive and send out is sent through the format of a simple text readout. This applies to the perception, influence, advice, and control perks.

Crippled

Gain: 15 SP

Your ability to generate energy for your powers is crippled, anything you do takes twice as long.

Infection Detected

Gain: 20 SP

Scion is aware of you and considers you to be a virus. He will make destroying you a top priority.

(Entity) Perks

Queen Hub

Your shard possesses hub-level authentication keys from the Warrior or Thinker. With these, you can convince other Shards to join your network. The lower-level Shards will do so without contest but Vital or Queen level shards might need convincing arguments or a show of might.

Copycat

You can copy DATA from Shards of other Entities and create your own version or integrate their data into your existing Shards.

Usurper

You can forcefully take over Shards of other Entities, this damages them in the process so you'll need to repair them before they can be used.

Wireshark

You can monitor the network traffic between the Shards of other Entities and decipher their security keys. This will allow you to peacefully take over Shards like with Queen Hub.

Esoteric Knowledge

Your Shards know esoteric powers like Magic, Psionic, Aura, etc. They have integrated this knowledge and use it to perform their functions.

(Entity) Drawbacks

Nothing Left of You

Gain: 30 SP

Gain: 30 CP

You lose your humanity, every memory, ideal, and piece of you is torn apart and made anew without the warmth of empathy and emotion.

A Sitting Duck

Gain: 20 SP

Gain: 20 CP

Normally the worlds that your Shards reside on would be protected from dimensional travel. This drawback strips that protection from you. any means of travel that could reach worlds like Bet or Aleph can reach you.

Infection Detected

Gain: 20 SP

Scion is aware of you and considers you to be a virus. He will make destroying you a top priority.

The Cycle Must Continue

Gain: 20 SP

Gain: 20 CP

You are compelled to periodically perform a cycle to reproduce. You will seek out inhabited planets and seed Shards to connect to hosts. At the end, you will use the data collected to produce several other Entities.

You do not necessarily need to destroy planets but completing a cycle requires a large amount of energy.

Crowded Sector

Gain: 20 SP

Gain: 20 CP

The multiverse is very small after all and you have a lot of siblings. You will encounter other Entities in your travels more frequently. If you settle somewhere for a period of time, one of your annoying relatives will drop by for some conversation.

The Entities you meet are not all hostile, some are friendly and will share DATA and a few loners will answer your BROADCAST with silence. There are however predators out there, be prepared to fight or flee.

If you have Infection Detected most Entities will be hostile towards you unless you are careful about concealing your identity.

Public Enemy Number One

Gain: 15 SP

Gain: 15 CP

Cauldron has discovered you are an Entity and you are on their hit list. They also know you aren't as powerful as Zion.

If Cauldron doesn't exist in the universe you are in, a similar organization will form, or an existing organization will learn of you and take on the task of killing you.

Adaptation Period

Gain: 20 SP

Gain: 20 CP

To avoid overwhelming your mind with the full might of an entity you have limited access to all of your functions at the start.

Over time, your awareness will expand and you will be able to access all of your functions. How long this process takes depends on how well you adapt to your new form. The minimum time is six months.

Always a Bigger Fish

Gain: 30 SP

Gain: 30 CP

The Entities are an apex predator of the multiverse. However, there is always a bigger fish. A group knows about the Entities and has the means and/or technology to fight them.

Due to the reputation of your species as planet destroyers, your relations with this faction will be hostile. It won't be impossible to get on friendly terms with them but it will take a lot of work.