Altering History CYOA
Altering History CYOA
Altering History CYOA
V1.7.1
, by acheld
.
Thanks to many anons on /tg/, and Shadlith, Dragonskyt, ir_fane of Spacebattles for feedback, builds and input.
Multiplayer Edition! Certain abilities are disallowed (crossed out). You have to take the Shared World
drawback. Be sure to read that in the drawbacks section.
Welcome to Altering History, a CYOA where you are shunted back in time to do with human history, well…
basically whatever you like. With a few “upgrades” to help you along the way, of course.
You wake up, eyes opened unto a starry sky. As you stand and gain your bearings, knowledge begins to
pour into your head. Knowledge about where you are and, more importantly, *when* you are. You aren’t in
present day anymore, in fact…
Choose Where You Arrive
You may freely choose any time
between 10,000 BC and present day, and
any place
on Earth. Some interesting
possibilities include…
PreAgriculture (10,000BC, Anywhere): The ice sheets are in retreat, and humanity has covered the earth, increasing
in population, but agriculture has not yet been developed. Will you be the one to introduce the idea, or will you revel in
the primitive cultures that you can experience? Things are a bit more advanced in the near east, where wild wheat is
used to produce flour, or in the far east of China, where pottery has been in use for some time.
The Neolithic Revolution (8,000 BC, Near East): Civilization, as we know it, has yet to emerge, but in the fertile
crescent wheat and barley have been domesticated from wild varieties, and sheep, not yet much different than their wild
ancestors, are now kept and herded.
Mesolithic Europe (8,000 BC, Europe) : Still ignorant to agriculture, the huntergatherers flourish in the retreat of the
glaciers. More precise stonetools, made from small pieces, are coming into use.
A Rising Sea (8,000 BC, SouthEast Asia) : The sea levels are beginning to rise everywhere due to the retreating
glaciers, but here in particular the sea creates numerous islands which will give rise to a plethora of cultures.
The Verdant Sahara (7,000 BC, Sahara) : For a brief (couple thousand years) period the Sahara saw seasonal rains
and lush vegetation. Pottery and rock art is flourishing here. This began to decline around 5300BC, at which point the
desert began to return.
Agriculture of the Americas (7,000 BC, Mexico) : Culture has been developing here for a while, and this period marks
the beginning of crop cultivation in the region; the first in the Americas.
The Isles Independent (6,500 BC, UK) : The rising sea levels have finally completed cutting off the isles of Great
Britain from the mainland, though the seas are still increasing.
No matter where or when you choose, you will receive three boons for free, which will also apply to any companions.
First, you will gain full knowledge and mastery of the language and customs of the immediate region and time you
choose, along with the skills that any adult member of the society would be expected to have at a competent level.
Second, you receive some free protections and enhancements, as described under Impervious and Temperature
Tolerance level 0, in the physical upgrades section. You have the option to upgrade these defenses.
Finally, you will become ageless until the present day is again reached, and immune to diseases of any kind (nor will
you carry for diseases of any kind). Once the present day is reached, you will begin aging at onehundredth of the
normal rate. “Disease free” includes everything from cancer to cavities, and you can keep it to your dying day. If you
live long enough to get your consciousness uploaded to a computer, great, but any extraordinary or magical powers you
have are tied to your organic brain. You also always have the ability to die if you truly wish it.
Several Quests at the end offer options to extend immortality.
Choose Your Appearance
You look around for a river or pond, hoping to determine whether you are still “you”.
You get to design a body from scratch. Go wild, change your sex, do whatever you like. The only limitations are that
the body must be fully within the constraints of humanity, and cannot be truly exceptional in appearance. You can be
beautiful, but not Miss America. For musculature and strength, see the Strength & Speed physical power.
You can certainly keep your previous appearance, optionally bringing your body to a state of natural fitness, with any
physical defects or ailments removed, or change your characteristics just enough to fit in with the society you chose.
120
You now receive fate points...
Choose Your Position Within Society
As your mind continues to clear, you try to think about who you are here. That’s right! You are a…
Choose one. Regardless, you retain memories, personality, and knowledge from your prior life.
Mysterious Stranger (free) You have no ties to anyone in the place that you find yourself. Be careful, because many
peoples throughout history are not at all welcoming to strangers.
Working (Wo)man (free) You have a place in the local society, one of honest labor. You have no spouse or children,
but memories of parents, now deceased, and friends. These memories guide you to fit in seamlessly, but do not
influence your personality. You also have a small number of possessions consonant with your place in the culture.
Note that this does not help you beyond this initial society.
One Percenter (1 point) You are placed in society above 99% of the rest. This may mean different things at different
times. Perhaps a minor member of the nobility or a knight in the middle ages, or an honored warrior in a huntergather
society. Like the previous option, this gives you working memories, but does not affect your personality. This does not
help you beyond the initial society.
Note: Costs for all abilities include all previous levels in their purchase. In other words, you
only
pay the points listed
next to the level you are purchasing. Where it makes sense, you also get the abilities of any lower levels.
Choose Your Mental Upgrades
Genius If you buy none, your intelligence remains as it is now. Intelligence here is not measured merely as IQ, but
also the ability to apply intelligence. Increasing your intelligence changes you as a person; take care.
Level 1
, 2 points: Your intelligence is that of one in a thousand people. While this is nothing by itself to make the history
books, you’re still going to usually be the smartest in the room. If you’re also wise, then when you do find those smarter
than you, you won’t hesitate to adopt them as advisors.
Level 2
, 6 points: Your intelligence is that of one in a million; placing you among the 100,000 smartest ever to live. You
will meet those that are on your level during your journey, but they will be rare, and far between.
Memory of the Ages
Level 1
, 3 points: You do not “lose” memories; anything that makes it to your longterm memory will stay there forever.
Level 2
, 7 points: You have a perfect memory; everything you see or experience is stored accurately and completely.
Wellspring of Harmony (5 points) You have an endless font of internal wellbeing. Though you may be angered,
saddened or distraught, hope springs eternal within your breast, and you will never give into despair or ennui.
Polyglot (5 points) You pick up new languages at an incredibly rapid pace; you never forget a word once you have
learned it, and have an unlimited capacity for learning new languages, even if you did not take any memory perks. As a
starting bonus, you begin knowing every language spoken within 500 miles of your starting location.
Gift of Gab (5 points)
You have an instinctual knowledge of the best way to put people at ease, or charm them.
This also makes you a better liar. It’s nothing supernatural, it just lets you master social cues and body language.
Commander (5 points) You have the battle instincts and strategic command of the greatest commanders of history;
an invaluable gift if you intend to conquer by military might. Additionally, soldiers are more likely to follow your orders
than they would otherwise.
Economist (5 points) You instinctively know how best to put specialized workers to use, how to trade with other
people or cultures. You know the value of what you have, as well as that of what you seek. When it comes to resource
allocation, P=NP for you, though any attempt to apply this knack to problems other than the allocation of resources that
actually exist always fails… somehow. No one will be able to strike a better trade agreement than you could.
Artistic Prodigy (5 points) You have the gift for art in all its forms, from music to literature to sculpture. You quickly
pick up any artistic form or methodology you are introduced to, and can easily master it, and further innovate upon it. If
you practice, you can reach levels on par with the greatest artists of human history in any or all areas you choose to.
Map Maker (5 points) You have a perfect and complete mental map of every place you have ever seen, with
flawless understanding of distances, connections, and your location relative to everything. You can easily reproduce
this understanding on paper given materials, or even scratch it in the dirt. By concentrating for a moment, you can “see”
the exact layout of geography and vegetation, though not people, within one kilometer (0.6 mile), including caverns.
SEP Field (5 points) Your immortality and supernatural abilities are generally regarded as unremarkable when you
wish them to be so. This does NOT mean that launching a fire blast will not be regarded as a hostile act, just that it will
not be regarded any differently than launching a physical attack at someone. For a reduced cost of 3 points, you can
get the same ability with one of the following limitations: it only functions when you are not in a position of any notable
power, or it always functions whether or not you wish it to.
Choose Your Physical Upgrades
A note on challenge: You can, with sufficient point expenditure in this section, make yourself essentially unkillable.
That’s all well and good, but bear in mind that if you do so that there will be nothing that can actually challenge you
physically. Some like that idea, which is why it’s included, but some don’t. I personally recommend not maximizing
your physical defense options in order to have more challenge for the narrative, but to each their own.
Strength & Speed
Level 0, free: Sculpt the musculature of the body you would like, up to the pinnacle of human form. You begin with this
form. Your strength and speed will be slightly higher than your form would seem to indicate. Your muscles will not
deteriorate from disuse, though you may later reduce them if you so choose. Increasing them will require exercise.
Level 1 , 4 points: As above, except that the force exerted by your muscles is five times that of what it should be. Note
that, in affecting the force with which you push off the ground, this affects your speed as well.
Level 2
, 8 points: As above, except that the force exerted by your muscles is twenty five times that of what it should be.
Impervious Level 1+ is recommended, so that you do not hurt yourself.
Level 3
, 12 points: As above, but 125 times the force. Impervious Level 2+ is recommended.
Reflexes & Reaction
Level 0
, free: Your reflexes and reaction times are near the peak of regular human potential.
Level 1, 4 points: Your reflexes and reaction times are completely uncanny. You dodge completely on muscle memory,
limited only by the speed of electrical signals along your nerve endings, and the physical limitations of your body. In
addition you have the balance of a flawless acrobat, and are doublejointed if you wish to be.
Level 2, 8 points: Your grace and agility are superhuman, beyond what your body should be physically capable of. This
manifests as subconscious reflexes, rather than any ability to think at an accelerated rate. In melee combat, you are
completely unhittable by anything without enhanced reflexes. As long as you’re aware of your surroundings, you’ll be
able to dodge anything fired from more than 50 feet away, even if you aren’t directly looking at the gunman, and from
can
even closer for slower projectiles. If you see the gunman, you can dodge at any range. Maintain your balance on
any surface perfectly, and have as much elasticity in your body as the world’s best contortionist, and more.
Impervious
Level 0, free: Any impact or force effect that acts to harm you is reduced to ½ of its kinetic force in determining how
much it damages you or knocks you back. The effect may be locally lowered if desired; for example if you wish to draw
blood. Punches and kicks are much less ineffective, and blades do not penetrate as much.
Level 1
, 4 points: As above, but 1/25th of its kinetic force (20% speed). Additionally, atmospheric pressure (such as
from deepsea diving) and the internal effects of gravitational forces are adjusted favorably by an order of magnitude in
determining effects on you (e.g. blacking out). You will survive falls of any distance, most sword swings only nick.
Level 2
, 8 points: As above, but 1/125th kinetic force (9% speed). Pressure and internal effects of gravitational forces
adjusted by two orders of magnitude. You suffer no negative pressure effects from a vacuum. Swim in the deepest
reaches of the ocean; arrows are barely noticed.
Level 3
, 12 points: As above, but 1/625th kinetic force (4% speed), and pressure and gravitational forces are adjusted
by three orders of magnitude. High velocity bullets only sting.
Level 4
, 16 points: As above, but 1/10000th of its kinetic force (1% speed). You suffer no negative effects from
pressure of any level, and gravitational forces do not damage the internal functioning of your body. A nuclear bomb
shockwave will only rough you up a bit (though this does not offer protection against the heat).
Pain Control (2 points)
You have control over your sensation of pain, and may dull it, or switch it off and on, at will.
NonReactor (2 points) The only chemical reactions that can affect you are those that are part of your natural and
healthy bodily functions. Acid will not affect you, nor will fire burn you, nor will you sunburn. This does not prevent the
heat transferal aspect of fire, however. You may choose to tan if you wish.
Regeneration
Level 0
, free: You heal exactly as a normal human, including limitations on what can heal, but ten times the speed.
Level 1
, 3 points: You heal at one hundred times the speed, and regrow lost parts slowly over time. You do not scar.
Level 2
, 6 points: As above, but one thousand times the speed. You also cannot bleed out. If you survive to the end of
a combat, you’re going to be fine. That would be about 10 minutes for a noncritical arrow wound.
Level 3
, 9 points: Tenthousand times the speed. For context, that would heal a leg fracture in about 5 minutes.
Endurance
Level 0, free: You have twice the stamina that your body seems like it should, can hold your breath for 10 minutes
easily, and 6 hours sleep is always plenty.
Level 1
, 4 points: You have the stamina of ten (wo)men! You recover your breath in mere moments, could run three
marathons in a row before needing to rest, and can get by on a couple hours of sleep a night indefinitely. Further, you
can breathe water and do just fine with onetenth the amount of oxygen.
Level 2, 8 points: You essentially never get tired; you can keep going at maximum output indefinitely, and never need
sleep if you do not wish to. You do not need to breathe.
Super Senses
Level 0
, free: Your senses have all genetic defects or damage removed from them, if any.
Level 1
, 2 points: All of your senses are the equivalent of the best humanity has ever produced of each type of sense.
Level 2
, 4 points: Your senses take the best aspects of all senses existing in the animal kingdom in the real world.
This
would grant the electroreception of a shark or eel, but not the ability to generate current.
Temperature Tolerance
Level 0
, free: Temperatures are 45F/25C hotter or colder for how they affect you. This does not actually change the
temperature. You can set a “desired” temperature (which persists until you change it) and the effective temperature will
be adjusted as close to that as is possible given the limit. You will still be able to “sense” the true temperature.
Level 1 , 3 points: Temperatures are adjusted *up* by 450F/250C, or *down* as low as onefifth the temperature in
Kelvins. (For context, this would make the maximum “comfortable” temperature about 2300 F / 1260 C). This is enough
to let you survive any typical fire just fine (if you also have
NonReactor
).
Level 2, 6 points: You can be comfortable at temperatures up to 10000F / 5500C, and survive anything up to twice that
for short periods. Absolute zero does not faze you at all.
Level 3
, 9 points: You are completely immune to the detrimental effects of heat transferal.
Diet
Level 0
, free: You require only one half the amount of food and water to survive, and can go without twice as long.
Level 1
, 3 points: You require onetenth the amount of food and water to survive, but may eat or drink what food you
wish without it affecting your physique negatively, provided you get a minimal amount of nutrients.
Level 2
, 5 points: You do not need to eat or drink. You will always receive the benefits of a perfect diet (as defined by
the body type that you desire) regardless of your intake. You must still exercise to gain muscle mass.
Sanitary Convenience
Level 1
, 2 points: You no longer need to perform certain bodily acts. To put it plainly, you don’t “shit like everyone else”.
Level 2
, 4 points: You are always perfectly clean and fresh feeling in all respects, unless you do not wish to be.
Iron Gut (2 points; reduced to 1 point with Diet 2) You are fully immune to the effects of poisons, toxins, drugs or
venoms, unless you deliberately choose to be susceptible to them. You suffer no ill effects from eating spoiled foods or
things that really shouldn’t be edible, provided it is organic in nature. You may adjust the degree to which alcohol and
recreational drugs affect you at will, but regardless they will never cause any permanent direct harm (won’t stop you
from getting drunk and walking in front of a train, though).
Beauty (2 points) While your chosen form can be attractive without paying any cost, this makes you a true Adonis or
Aphrodite; you’ll have to seek out Helen of Troy to have someone in your league. This is the pinnacle of beauty for the
society that you start off in, and may only imperfectly translate to other cultures. However, if you have at least Minor
Shapeshifting, the effect can optionally carry over to any other face and form that you take on for yourself. It should be
noted that
Major Shapeshifting makes this somewhat obsolete, due to the fine control and mastery of form.
Choose Your Minor Gifts
Born in the Water (2 points) You are an impossibly graceful and swift swimmer, able to move through water as
quickly as you run. You never lose your bearings underwater, and can hold your breath ten times as long (stacking with
Endurance 0 if you do not have Endurance 1 ). Your senses are completely unhindered by the underwater
environment, allowing you to, for example, smell particles in water as clearly as you can particles in air.
Flight
Level 1, 2 points: You have the extraordinary ability to propel yourself through the air as fast as you can run. This is
accomplished by wings of some kind chosen by you, which may be dismissed or summoned instantly at any time. You
have to keep moving to stay aloft, and require several running steps to take off, but are otherwise graceful.
Level 2 , 5 points: As Level 1, except that you do not need to bother with wings at all, nor keep moving. You are able to
need
literally stand in the air indefinitely if you wished to, and do not even at atmosphere to fly. While you must still
accelerate/decelerate, you can change direction as quickly and easily as when running on the ground, only in 3D. You
can “fly” through water using this ability, but will meet resistance, making this slower than using Born in the Water.
Mage Eye
(2 points) You can see all active magic; though this does not give you instant understanding of magic that
you are not familiar with. This will, for example, allow you to instantly notice if an item is magical, or a creature is
enchanted; if it’s an enchantment you have studied/familiarized yourself with previously, then you will
know what the
magic is. Further, by looking a creature in the eyes for a moment, you will be able to determine what magical gifts that
creature has, provided they are gifts you are familiar with.
Of Indeterminate Age (1 point) As long as you are currently gaining the benefits of being unaging, then you can
alter your apparent age to be anything that you wish it to be. You will appear as you actually would at that age, so you
will always be the same “old man”, for example. This is a poor man’s Shapeshifting, and is redundant if you take that.
Choose Your Supernatural Gifts
There are a number of schools
of magic, each divided into a Minor
and Major
variant. It costs
5 points
to gain access
to the Minor variant of a school, and an additional
5 points to also get the Major variant. Minor variants start at low
power, and require practice and dedication to master. A century of regular use to achieve most of the uses, and a
millennium of regular use to see the maximum power and potential; these times can be shortened significantly if you are
start
exclusively practicing one school. If you buy access to the Major variant, you will having full command of the
powers of the Minor variant, and will take a similar amount of time as described to master the Major powers.
You may pay the cost for a power you purchase here a second time to also have the ability to imbue others with that
power (they will not, themselves, be able to imbue others). They will start at the same level of mastery that you began
at, and you cannot take the power away once given. For example, 15 points could get you Major Telepathy for yourself
and the ability to imbue others with Minor Telepathy. 20 points would be needed to imbue others with Major Telepathy
If you or another master actively assists someone else in learning an imbued magic, then they can achieve most of the
uses in a few years, and have reached your level in ten. “Actively assist” means at least an hour of guidance per day,
on average, but you can assist several dozen students at the same time (think magic college, if you like).
Divination, Minor Only vague and disturbing dreams at first, in time you will be able to read the winds to know of a
surprise attack the next week, or see an earthquake in your tea leaves.
Divination, Major In time, you can forgo any active need to read the future; moments of prescience regularly come
to you when you need them, allowing you to dodge out of the way of an arrow you did not know was coming, or to find
the locations of things that you seek. This will be flawless in predicting natural disasters, but only pretty decent when it
comes to the actions of men of free will.
Beastmaster, Minor Animals of the wild will not attack you, though this effect is broken if you threaten them or their
young. In time, you will be able to empathize with creatures, and even “speak” with the most intelligent among them.
They will come to view you as someone to be obeyed, and will carry out tasks that are not overly dangerous. They may
even be convinced of dangerous tasks given incentive. This power is most effective with intelligent animals.
Beastmaster, Major You can advance to the point of being able to quickly and easily communicate with any creature
around you. They will be fanatically loyal to you, willing to do anything short of sacrificing their own young.
Creatures that you commune with have their intelligence increased dramatically (if you wish it), with even insects
being able to follow complex commands. This intelligence increase fades after a day or so, however, unless you spend
much time and focus on an individual animal to make the increase permanent. If you have the ability to imbue any
magical abilities, you can do so for animals, though it is recommended you do so with caution, and some powers (like
telepathy) will be of limited use for them. The imbuement lasts only as long as any intelligence increase does, and so
will be most useful for animals you have permanently made smarter. Finally, you can assign animals that you have
given a permanent intelligence boost to your companion slots freely.
Telepathy, Minor You can hold mental conversations with the willing within a mile, and read surface thoughts with a
touch. With much time and practice you will be able to hold mental conversations at any distance, and read deeper
thoughts of those in the room with you. Those with a similar gift can block you out if they wish.
Telepathy, Major With extensive practice, you will be able to broadcast to as many people as you want at once, and
hold dozens of telepathic conversations at the same time (in addition to focusing on whatever is in front of you). Those
with Minor Telepathy will no longer be able to block you out, and you will be aware of all minds within a mile of you, able
to read surface thoughts (up to a few dozen at a time), and deeper thoughts of anyone within 100 feet. Further, your
mind reading now overcomes language barriers, unless you took the
Tower of Babel drawback.
Blessed One, Minor You have magic capable of driving out disease, infection, and evil spirits. To begin with, you
can give blessings that aid others in fighting these things off themselves. In time you will be able to cure infection with
merely a touch. This can also help wounds of your patients cure more quickly (as Regeneration Level 1; may be used
on yourself but requires focus and concentration difficult when wounded).
Blessed One, Major In time, you will be able to drive disease from a whole community, turn back evil beings, and
your healing is mightier and can affect dozens at a time (Regeneration Level 2).
Stormsage, Minor You have the ability to influence the weather in certain ways. To start, this is little more than an
elaborate rain dance (that actually works most of the time), but in time you will be able to cover your army with fog, call
storm clouds to you, and call occasional lightning against the ranks of your foes (without precision).
Stormsage, Major In time, you will be able to bring any kind of weather. Flood the crops of your enemy with a
deluge, bring a hurricane to devastate their army, direct lightning to strike when and where you wish. With sufficient
dedication and focus, you will be able to enact permanent changes to weather patterns by repeated application over
years.
Master of Motion, Minor This gives you a slight edge with speed, but more importantly keeps you from being
trapped down. With time, you will be impossible to grapple, and be able to mystically slip out of and bonds that you are
put in, and escape any cage. At the highest levels, you will be able to teleport short distances.
Master of Motion, Major In time, you will be able to quickly and easily teleport to any location that you have been
before. Further, with focus over several minutes you will be able to hold open a portal between where you are and any
location you have been in order to let anyone or thing you wish pass through.
Spirit Singer, Minor Consult the spirits of the land and the ancestors of the people. The spirits can provide guidance
or protection. In time you will learn how to truly commune with them, and will be able to get blessings of innumerable
sort, if not particularly powerful.
Spirit Singer, Major Your bond with the spirits becomes much greater, and they conspire to protect you, when they
can. This manifests as turns of good luck; nothing overt, but things like an arrow missing you by just an inch, or
stumbling upon the only oasis for miles around. In addition, by seeking their help the spirits can be convinced to extend
their blessings to those that you designate, such as aiding in healthy childbirths, and preventing plagues. They will
expect propitiations from the people to continue this.
Firedancer, Minor You have begun to cultivate a mystical mastery over the forces of fire. To start, you can summon
a spark to your hand at will, or slightly affect the size of existing fires. Over time, you will be able to throw blasts of fire
from your hand, or turn a bonfire into a conflagration that will easily spread to consume a small town.
An important note: this magic does not make you immune to the fire. Appropriate defensive perks are recommended.
Firedancer, Major In time you will be able to throw colossal blasts of fire from nothing, rending huge gaps in armies
amidst the screams of men. Assuming you have the defenses to handle it, you can wreath your very body in a coat of
flames, hot enough to melt the swords aimed at you.
As a special note, you should feel free to design and add schools of magic for the other classical elements (water,
earth, air), provided they are similar in power and reach to Firedancer.
Shapeshifting, Minor The first act of the shapeshifter is to change the color of their hair, or eyes. In time you will be
able to change your features entirely over the course of several minutes, though never with enough precision to
perfectly mimic a specific individual (though close enough to pass as them at a glance), and always within human
norms. You will have more than enough control to be able to fit into whatever culture or ethnic group that you want.
Shapeshifting, Major With much further practice and mastery, you will be able to quickly and easily mimicking the
features of anyone you have had time to study, changing your appearance in moments. When you reach the pinnacle,
you will be able to expand or contract your mass by an order of magnitude, and take on inhuman forms if you wish. You
are limited to organic creatures, though not necessarily ones that actually exist; in any case, your forms grant no
supernatural abilities. Further, you will be able to change the features of others permanently, though limited to the
effects of Minor Shapeshifting when used on others. This ability cannot be used to extend your lifespan.
Binding, Minor You have the ability to bind supernatural spirits to your service, or to infuse constructs with life. At
first, you will only be able to summon and bind minor imps for short periods. As time goes on, you will learn the art of
binding familiars and small elementals for days at a time, as well as creating golems of mud and clay.
Binding, Major In time you will be able to bind greater spirits, at least for a while, and mansized elementals
indefinitely (though the more you bind at once, the greater the strain on you). You can empower golems of stone and
even iron (provided the materials): the height of two or three men, these can be incredibly formidable war machines.
Enchanting, Minor You have the ability to infuse magic into objects, most notably weapons and armor. To begin
with, you can give a sword a sharper swing, or armor the ability to take more hits. This process is time consuming, so
don’t plan to be equipping an army overnight. As you gain mastery, these enhancements will gain potency and last
longer, as long as a full mortal lifetime. Furthermore, you will acquire the ability to infuse other (aka nonEnchanting)
magics that you know from this section into your enchantments, such as to make a flaming sword if you are a
firedancer, or to create a cloak that allows one to shapeshift. Infusing other magics is limited to the “Minor” powers,
however, and items are generally limited to a fixed function of that magic (such as calling rain).
Enchanting, Major In time you will be able to permanently enchant items, as well as infuse any Major magics that
you know into the items, such as creating a staff that can open portals. Such Major items are very difficult to create, but
if there’s one resource you have plenty of, it’s time. Items are still limited to a fixed function, such as a bow that shoots
lighting (if you have Major Stormsage), or a rod that summons humanoid Earth Elementals (if you have Major Binding).
Nothing stops the use of multiple items, however.
Illusion, Minor Illusion magic creates sensations, visual, auditory, and others, for the purposes of misleading
sentient creatures. To start, your illusions are generally small or crude, requiring active concentration and focus. In
time you will be able to do things like make your band of ten men seem 100 at a distance, or make those around you
think you’ve grown into a hideous beast.
Illusion, Major With further study, you can create the image of a small army from nothing (though it will likely look
fake from closeby), or create the illusion of an extremely detailed person, walking, talking, and completely
indistinguishable from the real thing for anything short of touch. Further, you will be able to create an “invisibility” field
around yourself. Regardless of your level of mastery, illusions that move with you (such as the invisibility), or contain
complex elements (such as the army) require that you maintain reasonable focus, and preclude other spellcasting.
Simpler illusions can be “set”, and can last a long time.
Defiling, Minor Defiling is a somewhat broad collection of what are termed by most “dark arts”; all involve the
manipulation of fear, pain, disease, and other unpleasant aspects. At low levels, you can amplify the illness in another
to assure death in time, or amplify the fear that others feel. In time you will be able to murmur an incantation over
blades, ensuring that the wounds they make in the next day will be especially painful and cause infection.
Defiling, Major In time, you will be able to amplify a spreading sickness or pestilence into a plague that will cause ten
times the death or desiccation it otherwise would. More remarkably, you will be able to take the lingering fear and pain
that hovers around those who died discontent and use it to reanimate their corpses to fight again for you. The more
dark emotion they felt at the time of their death, the more powerful a servant they will make, up to several times the
strength of a man at its maximum. You can potentially command hundreds at once, though it will take time to build up
that force. You can raise far more than that if you simply wish to set them loose to take their revenge on the living.
Choose Your Company
This sounds like a lonely life before you. Luckily for you, looking around, you see that some others have been brought
along by the same force that acted upon you. Looking closer, you see that it is…
A Companion (2 points for one, 6 points for five, 15 points for twenty five) Any person, real, alive, or not, is
However
permitted. , any special powers of any kind, or advanced knowledge beyond what humanity had access to in
2016, is removed entirely. If you knew them before, they retain the same bonds to you that they had in the previous
world, and will instinctively know that you are you, and you know that they are they. They each choose their own body,
which must either be your species, or correspond to the species that they were previously.
You may leave purchased slots unused, in which case you can assign them to people you meet in the world.
You may revoke companion status from anyone that you later add, but not from companions that you begin with. If any
companions die, regardless of whether they are original or not, those slots also become available to assign to others.
Companions are not obligated to follow your orders; they will tend to follow your lead at first, at least until you all
have your bearings straight in this new world, but whether they remain will depend on you.
A Powered Companion (6 points for one, or 15 points for five) Same as above, except that whomever you bring
keeps knowledge, form and power… to a certain extent. Any fictional character of power greater than yours will have
their power level and potential reduced to a level reasonably equivalent to yours (after your upgrades). Further, any
character whose knowledge levels would make it completely trivial to complete the objectives of any of the technological
quests also has their knowledge limited enough so that it is still at least somewhat challenging (though this does not
prevent them from helping greatly). Once all quests you are attempting are completed, these limitations can be
completely or partially removed at your option.
A Shared Gift (Varies) All companions get the same free gifts that you do, including the limited immortality, the
immunity to disease, and all free (level 0) physical powers. If you wish them to receive blessings in addition to this, you
must spend points to do so. Any upgrade that you already purchased for yourself, in any category except for Company
& Items, can be gifted to your companions at the following costs:
● To gift one companion, you must spend ¼ point for each point of upgrades you wish to give them.
● To gift up to five companions, you must spend ½ point for each point of upgrades you wish to give them.
● If you wish to give powers to more than five companions, use Great Heroes , below.
You can, of course, pick and choose which upgrades to share, and only pay for the ones that you want to share.
Companions can buy abilities (not items or pocket dimension upgrades) that you do not have, but you must pay ½ point
per point of powers for EACH companion that gets upgrades that you do not have. As a special exception, to buy
companions the ability to imbue supernatural powers that you cannot also imbue, you must pay full cost, not ½.
Inheritable All Descendants By paying for any of the options below, you will ensure that ALL of your (presumably
numerous) descendants inherit that ability. Unless otherwise described, the ability is the same as in the powers section
above. Note that if you are using the World of Myth and Wonder DLC, these are the same abilities available for
purchase for ALL human and neutral races. By buying them here instead, you are limiting the effects to your
descendants. The effects do not stack, so buying the same ability both here, and for all humans, is pointless.
2 point each: Super Senses 0, Temperature Tolerance 0
3 points each: Strength & Speed 0, Reflexes & Reaction 0, Regeneration 0, Diet 0, Impervious 0
Disease Resistance, Limited (2 points): Greatly enhances the immune system, making them half as likely to
suffer from any given disease, infection, or malady.
Extended Lifespan (4 points): Doubles natural lifespan. Extra life is concentrated in “prime” period of life
between physical ages of 20 and 40. Carefully consider the sociological impacts before choosing this.
Genius, Limited (4 points, requires
Genius Level 1) :
Your descendents will all be in the 90th percentile or
above of intelligence, as compared to the human baseline in your former “real” Earth.
Inheritable Great Descendants By paying for options below, you can ensure that a limited number of your
descendants inherit truly amazing abilities. However, the source that these powers draw upon is limited. For each
power, no more than ninetynine of your descendants may have that power at the same time. For example, if you
purchase Impervious 1 and Endurance 1, 99 of your descendents can have Impervious 1 at any one time, and 99 can
have Endurance 1 at any one time. They do not need to be the same descendents, but they may be.
You can determine how your descendents receive the power. Randomly at birth? Activated only by you?
Accomplish some great task? Regardless, if 99 living descendents already have that power, no more can gain the
power. Powers can be stripped from your descendents, but only by you, via physical contact. If you buy any option
below, you will always be able to tell whether someone within ten feet is your descendent. Note that you can’t purchase
a power to imbue that you have not already purchased for yourself
You may purchase any given power more than once. For two purchases, 999 descendents may have it at once.
For three purchases, 9,999 descendents, to a maximum of 999,999 descendents with five purchases.
● Disease Immunity (2 points) Same as the disease immunity you yourself have.
● Extended Lifespan (17 points) Each point spent doubles natural lifespan, with extra life focused in
the “prime” physical ages of 2040. So, 4 points would multiply lifespan by 16, while 7 would multiply it by 128.
This DOES stack with Extended Lifespan from All Descendants above.
● (1 point)
Any “free” power that you yourself have; does not stack with powers from
All Descendants
● (Base Cost)
Any nonfree Mental, Physical, Minor or Supernatural Power that you yourself have.
Imbueable Great Heroes This functions identically to
Inheritable Great Descendants
, with all the same costs
and limitations on numbers of recipients, except for the following:
● The powers can be given to anyone (with conditions, again, determined by you)
● You cannot automatically tell whether someone is your descendent or not
● You cannot revoke the powers once given (though they are revoked through death, of course)
Choose Your Items
Every item included here is by default indestructible, and can always be summoned to you with a thought. The three
books, in particular, can only be seen by you and designated companions, and have the ability to find any entry with
verbal commands, even very general ones.
Wanderer’s Journal (3 points) A large, but unremarkable looking journal; each of your companions receives their
own. Your journal accepts dictation and will automatically write whatever you speak to it, and has an unlimited number
of pages. Alternately, you may set it to “autorecord”, in which the journal will automatically write out entries of the most
important, noteworthy or beautiful events you experienced, as you would have described them. What truly makes it
exceptional is the ability to relive events. By focusing on an entry and willing it, you can relive in your mind’s eye the
events that you are writing about as if you were there again, feeling the same emotions. Using it in this way makes you
temporarily unaware of your surroundings, so take care.
Book of Culture (5 points) Contains the sum works of culture from human history in your previous world. It can
project full scale illusions of any sculpture or painting, allow you to view any movie, to read any novel. Can be split into
many parts so that different companions may use different aspects at once, but it always reforms at a word.
Book of Knowledge (5 points) This magical tome contains the sum of all human scientific, physical, medical and
engineering knowledge to the present. It is the perfect accessory if the uplifting of humanity is your goal, and you’ve
decided to forgo the internet access. It can be split like the culture book.
Sanitary Pack (2 points) An indestructible, summonable pack which contains an refilling supply of shaving razors,
soap, shampoo, conditioner, toothpaste, condoms, feminine products of all kinds, and any other basic hygiene product
you can think of. Can produce enough daily to provide for a hundred people liberally.
Personal OmniWeapon (1 point) Sounds perhaps more impressive than it is. You receive a weapon that takes the
form of the most upto date weapon that is currently available in the world you find yourself in; it will update itself once a
year or so, if there have been any innovations in the meantime; you can influence whether it is melee or ranged. The
weapon is not indestructible, but will repair itself over a day if damaged, and cleans and maintains itself. It does not
need power or ammunition.
For an additional
1 point you can switch back and forth at will between any weapon that has yet been created in
the world you find yourself in. For an additional 1 point give one to all of your companions as well.
Personal OmniWear (1 point) Similar to the omniweapon, takes the form of any armor or clothing that you wish it
to, provided that kind of armor or clothing has been invented in the world you are currently in. Simply refresh to remove
the need for doing laundry. For an additional 1 point
, all of your companions get one as well. If traded away to a
noncompanion, immediately dissolves (but can be resummoned by you or that companion).
Bag of Holding (5 points) A bag with a very flexible opening; it has a 1000 cubic foot (28 cubic meter) total volume
capacity; to visualize, that’s a room 10 feet (or roughly 3 meters) per side. Once an item is placed more than halfway
into the bag, that item is “absorbed” and safely secured. Time ceases to pass for that item. Nothing stops placing living
things in the bag. Lastly, the bag has a “quick summon” feature, where the user can cause an item to be ejected
(gently) from the bag by visualizing it. If one simply reaches in, one thing in the bag will be reached at random.
Choose Your Pocket Dimension (Optional)
Your pocket dimension is a plain 15x15x10 foot (4.5 x 4.5 x 3 meter) room with a hewnstone floor. It contains a
plainbutserviceable bed (size optional), a similar desk, and a simple latrine that magically prevents odor and empties
itself. Light emits from nowhere in particular, and you can adjust light and temperature to any reasonable level at will.
There is an expandable garbage chute, with numerous safety features, that will dispose of any material put in it.
Included are magically refilling pitchers of clean water that always have just enough to satisfy the thirst of you and any
companions; the water has a healthy mineral content.
Optionally you may install windows anywhere. These windows look onto an unremarkable landscape, and cannot be
passed through, but provide sunlight and breezes should you want them.
Purchased and included elements from your pocket dimension are selfcleaning and selfrepairing. They can be
removed, added back and duplicated at will, but can’t be disassembled or brought outside of the pocket dimension.
Things you bring in can be brought out just fine.
Fabulous Furnishings (2 points) Add tile, carpet, wallpaper and lighting fixtures. Add furniture, from incredibly
comfortable beds to elegant goldtrimmed dining sets. Allow companions to change all of it, or just limited areas. Any
realworld style, era, or period, and you can change any of it whenever you like. Note that without this purchase, you
can still bring in outside furnishings or carpets, but it will not gain the autoclean and selfrepair features.
Cooking Suite (3 points) Your pocket dimension comes with a magical refilling pantry that provides enough base
ingredients to feed you and companions you have brought along, along with any cooking equipment desired, and
refrigeration units. You can designate up to twenty basic food items from your original world that will be included in
any
unlimited quantity. For an additional 2 points (5 total), food you or a companion can think of can be produced at
will; precooked if desired.
Running Water (1 points) Install running water, hot and cold, in any form. This includes showers and flush toilets
and laundry machines if desired. The water comes from nowhere, and the drains go to nowhere.
Toiletries (1 point;
requires
Running Water) Unlimited supply of shaving razors, soap, shampoo, conditioner,
toothpaste, condoms, feminine products of all kinds, and any other basic hygiene product you can think of.
World Windows (2 points) You may now assign each individual window to look out upon any view that you have
personally seen in this world. They can be reassigned whenever you wish. You may allow companions to reassign
windows as well. As before, the windows can be opened for air and sounds and smells, but nothing more than a few
molecules in size can pass through the barrier, and unpleasant things (e.g. nerve gas) are automatically filtered out if
you wish. From the outside, the windows are completely invisible, and no sound passes out from them.
Home Luxury Pack (10 points) Includes all purchases above this one, as well as
More Space 1 below. Does not
come with the 2 point addon for the Cooking Suite (which can be purchased separately). You can upgrade to
More
Space 2
for an additional 4 points.
More Space 1 (4 points) Design a floorplan up to 20,000 cubic feet (2,000 square feet using ten foot ceilings) that
includes any number of rooms, hallways, doors or stairways.
More Space 2 (8 points)
As above, but 500,000 cubic feet to work with.
Flexible Entrance (3 points) You can open the pocket dimension anywhere, even in thin air. When exiting, you can
open the exit either in the same location, or in any place that you have previously opened it from.
Time Dilation (3 points) Time passes up to ten times as fast or ten times as slow inside the pocket dimension as
outside of it. You can vary the rate to any level within these bounds.
ChronoComputer (10 points) A computer, stateoftheart for present day. Design your own if you like. Operating
system(s) of choice included, and is immune to all malware. Data will never be lost. If technology in this new world
surpasses that of the old, the computer can autoupdate appropriately, as well as access any new internet.
Comes with a timefrozen access to the internet as it is at the time you fill out this CYOA. You cannot gain
access to monetized material that is provided by the addons below, such as for pay games, or movies in any form.
Other than that restriction, you can access all sites, paywall or not, including any media provided for free by the
creators/owners. Comes with perfect ad blocker. The following upgrades can be purchased.
● 2 points: Access to any game or commercial software available up to present day. Console games will be
playable on the computer, with controllers included. MMOs and multiplayer games in general somehow have a
steady source of players, but none that you will ever recognize. You find yourself fully unable to communicate
anything not gamerelated.
● 1 points: Adjustable internet; you can access any internet previous to the present day as well. In addition, you
have a perfect search engine; anything that was ever on the internet, you will be able to find.
● 1 point: By default a 21” monitor, now your screen can be increased up to the size of a good home theater.
● 2 points: Access to any music, television or movie made up to the present day.
● 5 points: Luxury Package; gain all of the above upgrades.
● 5 points: Restricted information. If you chose this option you can get the computer at a five point discount, but
any information about technological innovations, historical advancements, or anything that could actually be of
use in uplifting the world outside your pocket dimension is utterly inaccessible. If you purchased Book of
Knowledge , then you can take this discount automatically without altering the information available online.
Choose Your Drawbacks (Optional)
Unless otherwise noted, drawbacks immediately disappear once you complete a Quest, but otherwise last until your
additional
death. You may gain up to 30 points to spend on anything. You can gain up to an 30 points after that, which
may only be spent on purchases in Company ,
Items
, or
Pocket Dimension sections.
The Slow Pace of History (+15 points) No matter what you do, you seem to be unable to advance the course of
human innovation in any way, in any field! This includes technological innovations that your companions and you try to
use yourselves! Only the space within your Pocket Dimension (if you have one) is immune. Any attempts to make
progress faster just fail through various comical, and sometimes disastrous, ways.
The Course of Human Events (+10 points; requires The Slow Pace of History)
In addition to the above, you and
your companions also find yourself utterly helpless to make any real changes to the rise and fall of nations, as occurred
in the timeline you came from. You may win a small battle here or there, but somehow, reverses always come. A good
choice for a wanderer, not so great for one trying to change things.
The Dustbin of History (+10 points; cannot be taken with
The Course of Human Events) The power to change
history is in your hands… but you’ll never be known for it. Somehow fate conspires that you never get to write the
history books, so to speak. You may be a victor, and even respected at the time of the victory by those who bear
witness, but mentions of you in historical records just fade away. This extends to include your companions as well. For
an
additional 5 points anything
, you won’t ever receive credit for great that you accomplish, even by those who bear
witness, outside of the circle of your companions.
Region Locked (+10 points) From the point where you first begin, you and your companions are incapable of
traveling, in any way, more than 1500 miles / 2400 km in any direction.
Nemesis (+20 points) There is someone else who came here, and they were given just as much power as you have,
barring the points that you receive from this drawback. If you have a quest, you can be sure they will do everything they
can to stop you from completing it. If you do not, they will do everything they can to see you dead. What’s worse, is
that they always have a general sense of the direction that you are in, though you receive the same for them. They
cannot be reasoned with, only destroyed.
The point distribution of your Nemesis will tend to be a mirror of your own, noting that they will have 20 fewer
points than you. If you have companions, so will they, and they will spend about the same proportion of points on them.
If you have spent points on magic, so will they, though they may specialize in different schools. They will tend not to
purchase luxuries like the ChronoComputer or Book of Culture, however. Your Nemesis will take drawbacks
equivalent in points to the nonNemesis drawbacks you took. They will specifically take The Slow Pace of History,
The Course of Human Events , and
The Dustbin of History if and only if you do so. Their remaining drawbacks will
be equivalent or greater in points to yours, but they do not have to be the same ones.
If you complete a quest, then you can optionally either have your Nemesis disappear completely, or lose their
forced hostility toward you, at your option. This doesn’t mean they will be automatically friendly, and indeed millennia of
conflict is hard to overcome, but it does mean they could now be won over.
Supporting Cast (+10 points) What, you thought you were the hero of this piece? Sorry, bub.
First, select powers for yourself and all of your companions normally, including the use of these points.
Then, after all purchases are made, pick one companion that has no powers that you do not also have, and
switch all powers that you and they received. Further, they become the default “leader” that other companions
cooperate with at first. Note that this means while it is possible that you will end up with all of the
same
powers as the
“leader”, you cannot have any powers that they do not when all is said and done.
On the bright side, they will treat you as their “second” unless you do something blatant to jeopardize that. The
new leader is the one that has to satisfy the conditions of any quests, though as a special bonus, you both
receive the
rewards for any quests completed.
Nearly Mortal (+20 points) The effective level of any
Impervious
,
Strength & Speed , Regeneration and
Temperature Tolerance powers you have, or later gain, decreases by 2, to a minimum of Level 0. The effective level
of your
Reflexes & Reaction decreases by 1, to a minimum of 0. You lose access to NonReactor , and need to
breathe normally even if you have Endurance .
This applies to companions as well, and you cannot extend powers beyond your effective level to descendants
or heroes. Note that if a quest is completed drawbacks are removed, and then any of the above perks that you have
will operate at full capacity. The drawback is essentially not receiving their full benefit until a quest is completed.
Temporally Lost (+15 points; )
must start at physical “age” of 20 or higher Oops! Seems you got sent back to
20,000 BC! Doesn’t sound too bad? Well… this is the peak of the last Ice Age, for one thing, meaning that huge parts
of the world’s land masses are covered in ice. Also, there’s only a few hundred thousand humans alive. Also… your
unaging duration is only set to last 12,000 years! Given your slowed aging rate after that, you’ll be physically 80 years
old come 2,000 B.C., and 100 years old at 0 A.D.! If you manage to achieve a quest and become permanently unaging
before you die, you may revert back to any physical age that you like.
You may optionally choose to begin even earlier than 20,000 BC if you wish. Keep in mind homo sapiens only
fully emerged as a species around 100,000 BC.
Slow Rise (+20 points ; cannot be taken with 'Nearly Mortal')
When you start, you have no powers at all beyond your
base unagingness, immunity to disease, and Level 0 abilities; the same applies to companions. Your powers appear
and grow in strength linearly, reaching their full power at present day. You do begin with any items you purchased, and
your pocket dimension, but your powers do not advance while in the pocket dimension (thus pushing back the clock for
achieving full power). No one that you grant power to can have powers in excess of your own.
This drawback is a special exception, in that it does not go away upon completing a Quest.
Shared World (+20 points) Seems you aren’t the only one to have been brought to this world and granted power.
When you choose this drawback, you must select one of two options:
● Join the world of someone who has already posted a build, and chosen this drawback. If you do so, you cannot
use the World of Myth and Wonder DLC, and must abide by the choices they made for their
World of Myth and
Wonder if they used it; you start at the same time they do, and cannot take Temporally Lost unless they did.
● Start your own world, leaving it open for others with this drawback to join. You can choose whether to leave it
open to other posters, or if you wish you can choose to have a random player (see below). You will not be able
to otherwise ‘veto’ those who choose to join.
If no other poster joins your world, of if you ever kill or neutralize all other “players” who have joined your world, a
completely random person from your former world with join, after being given full understanding of the choices before
them. This continues indefinitely, so that there will always be at least one person who can act against you. However,
you need not be at odds: if you can reach a cooperative agreement with the other “player(s)”, then quests may be
cooperatively completed.
You cannot gain the completion bonus from Quests that you did not actively contribute to. For example, you
don’t get the reward from Technophobe if you didn’t significantly contribute to holding back technology. This drawback
is a special exception, in that it does not go away upon completing a Quest.
Rage (+5) Even since you've arrived you've found it much, much harder to control your emotions. It's not impossible,
but it will require regular focus and selfmastery to avoid fatal outbursts from sheer fury at times. 'Wellspring of
Harmony' will not help to control these emotional swings.
Weak (+5 )
; cannot be taken with 'Nearly Mortal' Regardless of what boosts you have, your strength will not exceed
that of a teenaged girl; enough to move around fine, but don't expect to use a sword competently. Impervious will still
protect you from being damaged, but not restrained.
Dust in My Mouth (+5 )
; cannot be taken with 'Diet' You need nourishment, but everything you consume is utterly
tasteless, bringing no enjoyment or pleasure.
Unpleasant Visage (+5 )
; cannot be taken with Major Shapeshifting No matter what face you try to wear, you are
pretty homely. Like, a 3 out of 10. No one is going to be gasping at seeing you, and it's not likely to damage you much
in a political sense, but you're going to have a much harder time seducing anyone. Might have to rely on your...
*personality*. If you later have this drawback lifted, you may reshape your face to negate this effect.
Clouded Vision (+5) Regardless of what abilities you have, or what corrective equipment you attempt to use, your
vision is very blurry beyond 20 feet (6m), and you can't see anything at all beyond 50 feet (15m).
Sleepy (+5) Man, you are... *yawn*... tired. You'll need 12 hours of sleep a night to feel fully rested, and that's just for
regular exertion; get into a serious battle, and better make it 16. 'Endurance' does not change this need for sleep, but
you can still receive its other benefits.
Deaf (+5, cannot be taken with Telepathy)
Exactly as it says; you are unable to hear anything whatsoever. If you
take 'Polyglot' you may begin with full mastery of sign language, though a companion to teach it to is recommended.
Choose Your Quests (Optional)
Quests are optional. All center around achieving true immortality through different methods. The effects of any
drawbacks you took are removed upon the completion of any quest (unless you want to keep them, or otherwise noted
by the drawback). Be aware that some drawbacks, notably the first three, will make certain quests literally impossible.
Think clearly about the effects.
You may only receive the “Reward” from up to two Quests (and can designate which two), but can receive the
“Unique Reward” from as many as you complete. For quests that give specific abilities, if you already have the
abilities that are being offered, you instead receive an equivalent amount in points .
If the listed goals of a quest start with the words “By the time…”, then you complete the quest as soon you have
met the goals listed; if you complete that quest after the time specified, then you can get the Unique Reward, but not the
normal Reward. If the words start with “At the time…” then you cannot complete the quest before or after that time.
The Historian
Your actions have ensured that a true and unbroken record of human history exists.
Prerequisites
: Wanderer’s Journal OR Memory of the Ages Level 2
Goal
: At the time the present day is again reached, an accurate portrayal of 80% of all major cultures, nations, wars,
movements, inventions, literature, religion, art and philosophy from 5,000BC onward must exist. Much of this is likely to
have to be done personally, or with the aid of companions. Whether you receive credit or not is on you.
Reward : The memetic and cultural force propels you forward to indefinitely agelessness. You may also extend this
agelessness to anyone who meaningfully assisted you in your quest, companions or otherwise. You also receive
Artistic Prodigy
and
Polyglot for free.
Unique Reward:You receive a variant of
The Book of Culture , one that is linked to the culture of the world you are in
now, and updates with any new additions indefinitely, no matter how far or wide humanity may spread. This includes
any elements you may have missed in completing the quest.
Notes: The regular Book of Culture can help with this task, BUT if you interfere in the course of things in ANY way, the
butterfly effect will ensure that events will diverge to produce entirely different art and literature. Even if you do leave
things static, the Book of Culture does not include the details of wars, nations, etc. It will not be enough by itself.
The Myth Maker
You have earned your place in the myths and legends of countless peoples of history.
Goal
: By the time the present day is again reached, all of the following conditions must be satisfied:
● You must have been a figure of legend in at least twenty distinct pantheons, religions or mythologies, each of
whom was known to at least 100,000 people. These beliefs do not have to have survived to the present day.
Different figures to different cultures, or all the same figure, is fine. Good, evil or neither is up to you.
● Each of the figures must be known for at least one of the powers that you selected above. Anything from genius
to strength to a supernatural ability.
● At one point in time, 90% of the living population, numbering at least 100,000,000, has to be able to recognize a
reference to at least one of your mythological incarnations. They do not need to believe that you were/are real.
Reward : You become made from myth, and your agelessness is now indefinite. Further, any companions that became
part of ANY of your myths (even in the most minor way), or later become part of one, are likewise eternally ageless.
Finally, gain ten points that can be spent on any power or ability that any of your mythological incarnations were known
for, or to extend those powers to companions.
Unique Reward : You can always take on the form of any myth that you have created, appearing to others as how they
envision that mythical figure. It is easy to convince others that you are, in fact, that myth come to life, and while in that
form you may gain some small powers that people believe that figure to have even if you do not have them yourself.
God Emperor/Empress of Mankind
You are something more than human… and you intend that it be known.
Whether you are a benevolent or ruthless god is in your hands.
Prerequisites
: Telepathy, Minor.
Goal
: By the time the present day is again reached, all of the following conditions must be satisfied:
● There must be 1,000,000,000 or more human beings alive on Earth.
● At least 90% of the population must believe you are divine/godly in some way.
● The majority must actively worship you; they may worship other beings also.
Reward : You transcend the bounds of mortality, and your agelessness is now indefinite. You receive Major Telepathy
and the ability to imbue Minor Telepathy. Further, you can now (optionally) completely stop the aging process
indefinitely in anyone you imbue with Minor Telepathy.
Unique Reward : Your telepathic power is boosted extraordinarily. Hold hundreds of telepathic conversations at once as
far away as the moon, read surface thoughts of anyone within 10 miles (16km), and read deeper thoughts and
memories of anyone within 1000 feet (300m).
A Dark God
Humanity has either learned to fear you, or perished.
Prerequisites
: Nemesis
Goals
: By the time the present day is reached, at least one of the following must be true:
● Intelligent life no longer exists on the planet, other than your companions.
● Intelligent life numbers at least 100,000,000, and 95% of it fears you utterly, with no will to even consider
resisting your rule or commands.
Reward : You become a dark god in truth, propelled to complete agelessness. Any of your companions who are also
feared by humanity (or all of them if you exterminated humanity) similarly become ageless. Receive 10 points to spend
on anything
but Blessed One and Wellspring of Harmony.
Unique Reward: You gain the ability to easily trigger earthquakes and volcanic eruptions. There must exist a faultline or
dormant volcano at the least, but the events can otherwise be as catastrophic as you like.
Note
: Take careful note of the prerequisite. Your Nemesis, here, plays the champion of humanity, and will do
everything in his or her power to oppose you.
Singularity
Maybe people know you are behind it, maybe they don’t, but with your aid the course of human
technology has advanced to heights unthinkable.
Goal: By the time the present day is again reached, humanity must have achieved “the singularity”, as defined as the
creation of an artificial intelligence smart enough to make itself smarter.
Reward : Fate is guaranteed to conspire to grant you immortality via technological innovation, and the ability to extend
this immortality to others. Your powers will travel with consciousness (only with ONE consciousness if you replicate
yourself); similarly for companions with powers. Unless you wish otherwise, fate will ensure that there is never a “robot
uprising”, and the AIs will tend to have humanity’s best interests in mind. Finally, take 10 points that may be spent on
Mental upgrades you do not already have OR that may be spent to give mental upgrades to companions.
Unique Reward : You gain the ability to interface with any technological device within 100 feet without needing I/O
options. This allows you to automatically bypass computer security, and interact at a rate much faster than would be
otherwise possible. Communicate with artificial intelligences as quickly as you can think.
Sorcerer Supreme
You are the pinnacle of magical ability on Earth, and are revered, or feared as a great mystic.
Prerequisites
: Two or more supernatural powers at “Major” level; ability to imbue at least one power at any level.
Goal
: By the time the present day is again reached, all of the following conditions must be satisfied:
● You have completely mastered at least two “Major” supernatural abilities
● You have taught at least the minor aspect of at least one supernatural ability to one thousand students, helping
them master their power; this does not require that they fully master it, only that you give them a “leg up”. They
need not all be still alive, and this could have been done very spread out over time.
● At one point in history, you are known to the majority of the living world, which numbers at least 100,000,000, as
a powerful sorcerer/druid/mystic/holyman, etc. They do not necessarily have to have a firm conviction in your
power, just know that you are known as such.
Reward : You become a conduit of true mystic power, and your agelessness is now indefinite (though you can still be
killed by methods you did not take protections against). Receive 10 points that must be spent in the Supernatural
section. Further, you can grant indefinite agelessness to anyone that you imbue with a supernatural ability.
Unique Reward : You gain the ability to loan out your magical power to others by touching them. You can either:
● Grant one person access to a school of magic you know without losing access to it.
● Grant up to three people access to that school for one day, but you lose access to it for the duration.
In either case, you can end the loan at any time, from any distance, and you cannot “loan” that same school of magic
again until you have ended the previous loan. The borrowers gain all of your expertise and knowledge of the magic for
the duration, but this extra knowledge disappears at the end of the loan.
Technophobe
You have held back technological innovation and increased the superstitious nature of mankind.
Prerequisites
: Cannot have ChronoComputer or Book of Knowledge.
Goal
: At the time the present day is again reached, humanity cannot be using gunpowder (or any weapons more
advanced than gunpowder) in mass, cannot have mastered the steam engine, or harnessed electricity. Further, the
majority of mankind must still believe in active supernatural intervention in their daily lives. Cannot be completed early.
Reward: You harness the regressive superstition of mankind to propel yourself toward eternity, and become indefinitely
ageless; this effect is extended to your companions as well. Receive ten points to spend anywhere outside the mental
upgrades section.
Unique Reward : You gain knowledge of an elaborate ritual that can permanently make a specific invention or innovation
impossible in the world that you are in. The idea will become utterly unthinkable. Can be repeated, and reversed.
The Federation
You have ensured humanity’s peaceful expansion to the stars.
Prerequisites
: Genius Level 2
Goals
: By the time the present day is reached, all of the following must be satisfied:
● Humanity must be at peace, as a whole, meaning there is no real threat of war within the species any longer.
● There must be a total human population of at least 1,000,000,000 people (anywhere).
● Another planet or body (besides Earth’s moon) must host a selfsustaining human colony, and colony ships of
some kind must be underway to other stars.
● You must be recognized (under an alias, if desired) as having made major scientific contributions.
Reward : A serum is developed that prolongs life indefinitely. Unfortunately, it has horrific side effects if taken for a
prolonged period. Fortunately for you, the immunity to disease that you and your companions have provides immunity
to these side effects. Further, gain ten points to spend in either the Mental or Physical upgrades sections.
Unique Reward : You immediately gain advanced knowledge of bioforming tech; enough so that it will be possible to
transform Mars into a second Earth within a century. You are not obligated to share this knowledge.
An Empire Eternal
You helped found an empire, or supported an existing one, that lasted for a legendary span.
Goal
: By the time the present day is again reached, there must have been a single empire that:
● Existed for 3,000 years; does not necessarily need to be continuous, BUT:
● Is recognized by historical authorities as being
one empire, even if there were succession crises or occasional
changes in leadership.
● Had true control over 10% or more of the world’s land area for at least 1,000 years, not necessarily continuous.
● You are associated in some positive way with the success of the empire. You need not rule it necessarily.
Reward : The legendary nature of the empire propels you beyond mortality, and you become indefinitely ageless, along
with your designated companions. You receive Commander and
Economist for free.
Unique Reward : You, or one person at a time designated by you is almost universally regarded as having a “right to
rule” over their kingdom. This doesn’t mean every edict will be loved, nor will it cause those outside of the kingdom to
change their attitude toward it, but there will not be any pretenders for the throne, and no regions of the kingdom will
consider seceding. If a successor is designated by you, there will not be a succession crisis.
Free & Sustainable
You have created a healthy earth where goods flow freely, and very few go without.
Prerequisites
: Economist
Goals
: By the time the present day is reached, all of the following must be true:
● There must be a population of 1,000,000,000 people
● 95% of the population must live in an area free of excessive restrictions on trade and information exchange.
● 95% of the population must have reasonably good nutrition, and access to at least basic health care.
● Pollution must be in a steadystate in terms of its effects on the environment (things can’t be getting worse).
Reward : The spirit of humanity and earth come together to give you, and all your companions, eternally prolonged life.
Additionally, you receive Wellspring of Harmony and 5 free points to spend on supernatural abilities.
Unique Reward : With a few minutes ritual you can cleanse the Earth (or another world) of any and all pollutants within
a mile. This will not affect contained pollutants (e.g. oil in a tank), and any attempt to weaponize this ability will fail.
Possible Additions: Boosting country quest, Physical Enhancement/Buffing Magic
Tripcode: !!2ESYOyWy19I