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  1. Metroid
  2. (Jumpchain-compatiable CYOA)
  3. By HeavensAnon
  4. Version 0.1
  5.  
  6.  
  7. So you’ve arrived.
  8.  
  9. Across this infinite sea of stars, across planes unheard and unseen, you have come. Guided by the hand of your ineffable benefactor, or whatever force that pulls you forward across the abyss. Whatever your reasons – ambition, adventure, greed, hubris...it matters not. What matters is that you’re here, before us, what is left of us.
  10.  
  11. We are but a memory, Jumper. Writings and ruins left behind, and even what we grant you now is but a legacy. But we can tell you of the shape the galaxy has taken in our absence. In the year 2003 on the Galactic Calendar, long before you will see this, the Galactic Federation will be formed. Many sentient species, humanity included, band together to make this sovereign body. However, even ‘now’, the galaxy is still unexplored and uncertain...full of abyssal terrors, horrors, and unknowns that baffle even the sharpest of minds. At the forefront of this are the dreaded Space Pirates, who not only raid and harass the Federation to this day, but regularly meddle and tinker with horrific sciences and monsters best left buried. The problem is persistent enough that the Federation must regularly employ Bounty Hunters to explore the unknown galaxy, as well as search and destroy these Space Pirates and others.
  12.  
  13. In the very center of all of this is the Hatchling, Samus Aran. Losing her parents and nearly her life to the Space Pirates, we took her in as one of our own. Vengeance burned within her heart, and with both our genes and relics, she became a mighty warrior – known to the Space Pirates as the dreaded Hunter. Her hunt begins in earnest now, on the year of 2075, where she will return to her surrogate home Planet Zebes with a wrathful retribution. The beginning of this year will be the time you stand before these relics, these words.
  14.  
  15. Your arrival was prepared for, and we have greeted you with the tools necessary to survive in this galaxy. We give you wisdom, power, and tools to etch your fate into the cosmic fires of the stars above. You have +1000 points, and receive no more, lest you invite great evil and danger into this world. But perhaps, this is no concern or worthy adversary of yours. Whatever you choose, choose wisely.
  16.  
  17. Who were you, before you awakened to the truth of who and what you are? Before you became the Jumper, once again?
  18.  
  19. Scanning…
  20.  
  21. NO DATA FOUND [Free] – You are what you have always been: Yourself. Nothing more, nothing less. No one expects your arrival, nor will they know your name or your purpose. Walk without chains binding you, Jumper – memories of loved ones and hated foes alike will not sully your mind and heart. Your destiny is your own.
  22.  
  23. Galactic Federation [100] – Soldier? Officer? Bounty Hunter? Patriot? Drone? Whoever or whatever you were, you grew up in territory of the mighty Federation, and answered the call to arms in one way or another. Military life came naturally to you, and your talents are employed with regularity. The coming years will be chaotic and bloody indeed, but you have the training and discipline to prevail.
  24.  
  25. Space Pirate [100] – But you’re no mystery at all, are you? No – whether as a client or part of their race, you are part of the Space Pirates. Ambition and science is in your very genes, to the point of disregarding morals and warning signs of danger. Perhaps you are different. Perhaps you are worse. Regardless, I pray you do not have vapor for brains when it comes to toying with the unknown. Beware the Hunter – she has no love for the Space Pirates, and you will receive little pity or mercy from her should you cross paths.
  26.  
  27. There Is Another [400] – We know you, Jumper, and we knew the truth about you long before you awakened to it. For this terrible burden, I hope you can forgive us. But we raised you as one of our own when tragedy took everything away from you, treating you as our Hatchling alongside Samus Aran, your ‘sister’. Our gifts and tools for you are plenty, and more await you in the sea of stars. I hope you do not forget us, Hatchling – for you will always be in our memories.
  28.  
  29. [Age and gender options later]
  30.  
  31. Gifts:
  32.  
  33. Find My Way [100, Free for NO DATA] – The galaxy is a vast place, too vast for a single lifeform on a wayward vessel. However, destiny seems to tug and pull at you, guiding you to places of interest regarding your goals or desires. You will not know why such a pull exists until you find out for yourself, and many of these fated places are dangerous indeed...but if you stand to benefit from something in this world, you will not overlook the chance.
  34.  
  35. Justice Will Prevail [100, Free for NO DATA] – Perhaps to ease the burden of your mind or from a sincere show of innocence, your words show you as earnest and likable to those around you. Your oddities will be more easily overlooked, infighting is more easily quelled, and stronger friendships are more easily gained with your own words and actions. This will not easily cloud the judgment of the enemy, the vengeful, or the irrational, but you may find an extra hand will reach out to you when you need it.
  36.  
  37. Pick Up The Pieces [200, Discount for NO DATA] – Many things are forgotten, once broken or tossed aside. These lost pieces are truly brightest in your hands, for you can see their value or what will make them whole again. Even if you do not understand the technology, you know how to repair and operate simple human-sized devices after a few moments of examination, though truly complex or awe-inspiring machines may yet elude your grasp. Security locks fail to stop you, ammo is more plentiful than first believed, the weapon fires true in your hands – there is no such thing as ‘junk’ in your hands. Be wary – this does not teach you about the devices or items in question, and should they be lost beyond repair, you will not be able to do this a second time.
  38.  
  39. Noise in the Void [200, Discount for NO DATA] – A true enigma is something that cannot be simply scanned or understood by common machines – and those who rely on these methods will be punished indeed. Long-range scanners or other technological methods of detection or study of you will produce negative results, as though you did not exist. Radar fails to find you, cameras cannot capture your image, scanners fail to provide intelligence on you. Even other, more esoteric methods of detection give fuzzier returns where you are concerned, though it does not make you invisible to those who see the future or use their own minds to follow you. Should you so wish, this effect can be activated or deactivated at will.
  40.  
  41. An Open Book [400, Discount for NO DATA] – Your mind has sharpened considerably, able to compute and understand much more information than an ordinary human brain could. In addition to sharper memory, you can now ‘scan’ items and people to gain an immediate and cursory understanding of their physical makeup, their mental state, and insight into their combat abilities. More complicated or eldritch beings take longer or are simply impossible to ‘scan’, but you can also gain more detail by examining someone or something at length. It will never give you a complete understanding on its own, but you will be able to gain intelligence that a machine or a genius would have to spend hours struggling for. You also know how to construct devices that do the same, much more efficiently than many other things in this world.
  42.  
  43. This One Is Mine [400, Discount for NO DATA] – Many beings, ancient and new, have learned in their own ways to sail across the void of stars that is outer space. You are now one of them. You have a complete understanding of how to engineer a vessel that is capable of moving faster than light in space, and can build a functional one with half the materials normally necessary in terms of both quality and quantity. It may not be a thing of beauty if you find your hands empty or light, but even scrap will fly in space with your help. In addition, you have become much more efficient when engineering new devices or technology – you may use scrap or the bare minimal of materials necessary and get just as much effectiveness from the devices in question.
  44.  
  45. To Touch The Stars [600, Discount for NO DATA] – You walk within the shadows of giants, Jumper. But no longer are you at their feet – you rest on their shoulders, looking down at the expanse far below. Technology, both ancient and new, is much more easily understood by you. By disassembling and examining these devices, you will quickly gain insight into it that will let you reverse-engineer the technology in question, even using more common materials or methods to substitute for what may be an extinct method. It may not be a perfect imitation, and indeed some things may still elude your grasp, but enough time and effort will open an eternity of doors and possibility to you, Jumper. What is old will be new again.
  46.  
  47. The Light of Aether [600, Discount for NO DATA] – There were others who traveled beyond the stars in those ancient days, Jumper. One such race still lives to this day, though in dwindling numbers against an abyssal foe. The Luminoth live on the light-filled planet of Aether, and harness both light and heat as an energy source, as well as a weapon that can light enemies aflame. You now possess a considerable understanding of their technology – utilizing light in a similar way, creating sound-based detection visors, and perhaps most interesting of all: creating functional portals that allow one to traverse dimensional space. Be warned that hostile or alien dimensions, such as the Dark Aether where the Ing reside, are inherently anathema to beings from this space...the location alone may slay you if you are unprepared or lack similar qualities to whatever natives you find. And indeed, who can say what you will discover in those spaces?
  48.  
  49. The Dark technology of the Ing eludes your understanding – such a thing is currently an anomaly, and only existent on Dark Aether itself. You will have to find another way if you want to harness the power of the dreaded Ing…
  50.  
  51. The Spartan Life [100, Free for Galactic Federation] – Strength. Courage. Discipline. These are the halmarks of a trained soldier, and it is now what you live and breathe. You have five years of military training in the Galactic Federation, which includes fighting extraterrestrial threats and maintaining your own power armor.
  52.  
  53. Forward Thinking [100, Free for Galactic Federation] – Unfortunately, most soldiers and bounty hunters aren’t Samus Aran. You can’t simply blast your way through a problem and then somehow destroy the problem’s entire planet almost on accident. Instead, you must use what’s available to you. You have a perfect logistical sense of your current ammunition, supplies, and the status of any allies in your immediate presence. You also become better at coordinating small teams.
  54.  
  55. Tried and True [200, Discount for Galactic Federation] – You don’t always have the benefit of some distant precursor or benefactor on your side, particularly in situations where supplies are stretched thin and your power armor just shorted out from a hostile atmosphere. You need to make due with what you came to a mission with..and that’s something you’re very good at. Items and technology you use or craft are more durable and effective – guns are less likely to jam and hit weak points just a little harder, power armor functions for an extra hour after its power supply should run out, and you can otherwise push common equipment to perform better than advertised. This boost is very slight, but is a potent weapon against foes who believe you to be ‘just another grunt’.
  56.  
  57. If You Want to Believe [200, Discount for Galactic Federation] – A single bounty hunter destroying entire planets? A Jumper who travels across various dimensions? A mysterious and cosmic benefactor? Absolutely preposterous. Or, at least, that’s what those who hear of you will believe. You may give any deed or reputation you have a mythical air to it, so much that those who hear about you will be more inclined to believe you’re a fairy tale, a myth, something to talk about on dull patrol nights. This will create a fantastic shock should you ever reveal yourself...or be effective at covering your trail, should you flee from a greater foe. Obviously, those who witness your actions on their own will be much more inclined to believe such things...but who will believe them?
  58.  
  59. Standard Issue [400, Discount for Galactic Federation] – Power Armor technology is an ancient practice, and it’s one the Galactic Federation has only recently made widespread. What they lack in the Chozo’s mystique and technological advancement, they make up for in practicality and efficiency. You now know how to build your own Federation Marine-style power armor, along with other common devices, including holographic computers and automated security turrets. Things as large or advanced as starships or Aurora Units are outside of this gift, however...those come later.
  60.  
  61. Think of the Benefits [400, Discount for Galactic Federation] – It’s a sad thing to admit, but the Federation is little better than the Space Pirates when it comes to exploiting the dangerous things in this universe. The young Federation suffers from corruption and at least one attempted rebellion, and you now have an ear towards such wicked hearts. You can now sense who is the weakest link in an organization, especially those who are open to bribes or manipulation. You also immediately realize when someone or something in said organization plans to exploit you or items that are of interest to you, along with an idea of how they plan to do so – a useful bargaining chip, or a warning sign of what is to come. You could just as easily use this to purge corruption as you could manipulate it...or perhaps create it yourself, in a previously upstanding organization.
  62.  
  63. The Light of Aurora [600, Discount for Galactic Federation] – The true crown jewel of Federation science is the ability to combine genetic engineering with artificial intelligence, creating the highly-advanced Aurora Units. This perk, in addition to making you skilled enough at genetics to create functional clones or AI, can combine the two practices to create an amazingly efficient and loyal control unit, much like the Aurora Units of the Federation. This will take some trial and error, along with a lot of resources, but such units can manage entire planets or starships on their own with great effectiveness, though it may require yours or outside input to get to that level of efficiency. Their default design is also resource intensive and requires a large amount of space. Still, maybe with some time and tinkering, you could make something a bit more miniaturized for the same purpose...after all, human DNA is surprisingly malleable in your hands…
  64.  
  65. And What Would This ‘Jumper’ Advise You To Do Now? [600, Discount for Galactic Federation] – You know that some must live and some must die. Hard choices have to be made on the battlefield, and entire platoons have to be coordinated properly to be used to their full effectiveness. You are now a master of both of these. You can quickly calculate the results of a choice in terms of strategy and tactics within seconds, and while you can’t see into the future, you’ll find your math tends to be spot on. You are also a capable leader at both the squad and the General level, able to coordinate small teams to large armies effectively, being a master tactician and strategist...and you will only perform even better with forces that admire or trust you in a strong capacity.
  66.  
  67. Hit & Run [100, Free for Space Pirate] – The Federation never quite understands how weak and spread thin they really are, and you’ve learned to take full advantage of this. You now have years of experience in raid and hit-and-run tactics, able to quickly steal whatever loot or technology you seek with great haste before the bulk of the law can come to stop you. In addition, you receive a minor speed and dexterity boost when enacting an ambush or stealing from someone.
  68.  
  69. Cranial Improvements [100, Free for Space Pirates] – You seem to have something many of your kin are horrendously lacking in: forward-thinking. You can now spot obvious flaws in security measures you or another individual has taken, and can exploit or fix them with ease. You also receive a sixth sense when a particular experiment or action of yours has a high chance of backfiring. That said, it doesn’t discriminate ‘dangerous’ and ‘terrible’ in terms of ideas, so you best weigh your odds carefully instead of relying on this sense.
  70.  
  71. Hazardous Hands [200, Discount for Space Pirate] – Well, they’re more like crab claws, really. Regardless, you will find that your kind have a penchant for playing with fire, and perhaps you do as well. When handling any sort of volatile or dangerous materials, or things that would risk infecting or corrupting you in some fashion, you will find transporting and simply holding such things won’t pose any real risk to you. You may want to find an actual containment method, though – you don’t want to hold those all day, do you? As a bonus, you are now immune to any mundane disease or virus, though a product of supernatural power may overcome this. Where does the Poison, Phazon, fall under? Test it yourself, if you’re so curious.
  72.  
  73. Vapor for Brains [200, Discount for Space Pirate] – Common sense isn’t so common in the galaxy, and you’ve picked up ways to exploit this. Whether it’s a very unethical and very ‘gifted’ science team experimenting on your comrades or a Federation crony looking for a quick stash of credits, sentient species in the galaxy tend to believe very bad ideas will work out in the long run. So why not nudge them along? You are now incredibly skilled at convincing others that incredibly dangerous and stupid ideas are, in fact, good ideas. You won’t necessarily convince someone to off themselves or eat a Power Beam at your discretion, but you will find it easy to make them overestimate their own abilities or run headlong into danger. Suckers.
  74.  
  75. Slice and Splice [400, Discount for Space Pirate] – DNA is such a fascinating thing, isn’t it? The road to genetic sciences has opened up to you, and you’ve become a master of manipulating genetics and mutation. Cloning, genetic modification, and splicing has become an art form to you – even it tends to be more ‘art’ than ‘science’, sometimes. Some trial and error is necessary, but the process itself is incredibly easy for you. You can’t exactly make someone capable of something genetically impossible in a world without some otherworldly cell cultures or other understandings, but...well. If you get your hands on a Metroid, you may yet unleash a new form of biological terror on the galaxy.
  76.  
  77. Mechanical Monstrosity [400, Discount for Space Pirate] – Cybernetics is such a wonderful craft, isn’t it? Bypass the limitations of the flesh and genetics by using superior machines. You are now skilled at making augmentations and entire robotic bodies or vehicles from scratch, along with how to program a basic combat or civilian AI into them – nothing with full sentience, but enough to clean your base without going rampant or questioning if it has a soul. In addition, you can skillfully graft or augment any biological being with such enhancements without worry of biological rejection – perhaps making their body all cybernetic except for the brain (which naturally has quite a few computation upgrades anyways), or replacing a lost limb. Anesthetic during surgery is optional – the screams mean it’s working!
  78.  
  79. One Of Many [600, Discount for Space Pirate] – It can be difficult living in a galaxy hostile to the forces of progress and science, of which you and your kin are undoubtedly a part of. Sometimes, the fruits of your research are destroyed and your leaders are killed repeatedly by the vengeful Hunter. But you always have a backup handy. You can now recreate any sentient being you have a preserved DNA sample with a 90% or better success rate, complete with the memories or genetic ability of what you’re cloning at the time the sample was collected. While magically-tied abilities may be lost in translation, you will find it easy to pick up work where you left off if the original is destroyed.
  80.  
  81. Science Tubing [600, Discount for Space Pirates] – Technology is surprisingly modular in your hands, able to combine and utilize different practices and using them together with ease, as well as creating devices that can accept new, on-the-fly modifications with ease, such as a ‘slot’ for accepting Phazon, a new energy source, and more. This does little for supernatural sources – there’s only so much you can bend before something breaks – but as a bonus, technologies you combine, even when mutually incompatible, seem to function just fine...however, pushing the envelope or constantly combining conflicting sources will eventually burn through this safety net, and you will find yourself biting off more than you can chew. Or the device in question will explode. It’s a bit of a coin toss, really.
  82.  
  83. Human-Chozo Physiology [Free, Restricted to Another] – In your youth, you were infused with the DNA of the Chozo, an ancient avian race who adapted mysticism, technology, and a warrior culture together. They raised and trained you to be able to survive on your own in this galaxy, and it shows. Your body is well above the human peak in terms of physical ability...not quite superhuman, but not quite ordinary either. If you needed glasses or vision correction, such is no longer the case – all of your senses are restored and sharper. You can run, jump, and use reflexes just above the human peak and are strong enough to wear heavy power armor as nothing more than an extension of your body. In addition, your skin contains no blemishes, and scars heal very easily, only remaining if you so desire it.
  84.  
  85. As for skills, you are well-versed in acrobatics and have a disciplined trigger finger, able to accurately aim with any weapon you wield and put many marksman who trained for years in their discipline to shame. Be warned, despite these many improvements, you may still be very much human...direct hits from weaponry in this world will dispose of you quickly and unceremoniously without power armor or some sort of protection, and the improvements do little for your durability against plasma or bullets.
  86.  
  87. Silence of the Stars [100, Free for Another] – Traveling the void of the galaxy by yourself may not be considered wise or healthy to onlookers, but sometimes, you cannot suffer the company of others or risk lives that don’t feel the same heavy burden that you carry. You will find that you will always maintain clarity of mind and self even when you’ve separated yourself from society or companions for a long time, and sickness of the mind and heart from loneliness will not touch you.
  88.  
  89. One With The Galaxy [100, Free for Another] – Technology and the spirit are not quite as different as one would think. The machine is not merely a material aspect of the world, it is born of the dreams and will of minds open enough to create them. You understand this better than anyone, now. You will find that no matter how much or how little of a machine your body becomes, you still have a ‘soul’, and spiritual abilities or senses do not dilute from its overabundance. In addition, you become better at using esoteric practices to give you new insights into technology, though without existing knowledge and skill, these are merely dreams.
  90.  
  91. Respectable Career [200, Discount for Another] – A warrior is needed in all places, whether on the open battlefield or in the shadows. You may be called upon to do unsavory things, or to take mercenary work to survive. Despite this, notable individuals in the world will look upon you by virtue of your merits and skill, not your side or choice of career. Indeed, powerful and influential figures may be drawn to you for your services if your goals could potentially align with theirs...
  92.  
  93. Acrobatic Excellence [200, Discount for Another] – Quickness. Reflexes. Spin jumps. Through extensive training and fitness, your body has become incredibly flexible and aerodynamic, able to jump much higher than an ordinary person and move on snap reflexes even outside of your power armor. And inside power armor, your movements are surprisingly fluid despite any bulk or extra weight, able to wear most armors your size like a second skin – though heavy and dense armors can still slow you down.
  94.  
  95. Entrusted One [400, Discount for Another] – Despite being born of another kin many worlds apart, other species see you not as an alien or an anomaly, but as a beacon of hope. A paragon of your kind among their own. Unfamiliar and alien creatures will be willing to speak with you as an equal, and respect you as a peer regardless of differences in power, knowledge, or state of being. Beings who name you as one of their foes or stand against everything you do will not be so trusting...but even among them, your presence will carry its weight, and you will be known as a worthy foe.
  96.  
  97. Carry On [400, Discount for Another] – This galaxy is full of both wonders and terrors, beasts of legend and rumor that will gladly tear an unwary explorer limb from limb, caves and ruins containing secrets best left buried. Yet, it means very little to you, for your mission or your curiosity cannot be denied. Your body can last through considerable physical punishment, and your mind is a stoic fortress against hardship and terror. If you find yourself limping to a medical bay or surviving a mind-shattering horror, not only are your chances of survival likely, but you will return to your feet as though nothing happened. Direct attacks on your mind with enough emotional weight or fatal blows remain problematic, but anything short of it is nothing but another day on the job for you.
  98.  
  99. WARNING, WARNING [600, Discount for Another] – It does not matter how subtle or unsubtle you are: you are a harbinger of death and doom for your enemies. Not only do you quickly gain a fearsome reputation among those who oppose you, but damage you enact upon your foes is nothing short of awe-inspiring. If you personally slay or disable an important figurehead or leader of a faction, or owner of a structure you seek to destroy, their holdings and assets seem to collapse quite literally afterwards. This does not necessarily mean an entire planet will self-destruct upon slaying its governor (unless he was foolish enough to place a device capable of doing such), but their infrastructure will collapse, their command structure struggles and likely fails to recover, and their allies scatter.
  100.  
  101. An entire research facility may have its self-destruct mechanism switched as if by mere chance, or just happen to be in your path upon you bringing low the head researcher. Should you desire to pick up the scraps and make your destructive wrath less physical, such buildings and structures will remain intact, and should your enemies try to cover their tracks, you will have ample time to halt any self-destruct mechanisms yourself. Death rides on a pale horse...and you are Death itself.
  102.  
  103. Part Of A Whole [600, Discount for Another] – You are not the product of your DNA or your genetic makeup. Rather, that is a product of you, and you are still yourself. Your body is amazingly receptive to genetic modification, even those that would normally contradict or damage your biological ‘core self’ or other such changes. Your body will yield results from positive mutations much more frequently and consistently, and negative mutations are mitigated or nonexistent depending on the potency of the change. In addition, you only retain appearance changes or physical traits that you personally desire, and while particular weaknesses may be impossible to separate from a change (injecting yourself with Metroid DNA will likely result in inheriting their weakness for ice, but not their ravenous hunger for energy or deformities), you will always appear as human or as your ‘self’ as you wish to be. You could even mix and match such physical traits, though it takes some time to...’adjust’ appropriately.
  104.  
  105. Not only that, but the almost eldritch qualities of your DNA is nothing short of horrifying to those who try to examine you. Those who try to genetically reverse-engineer your biology without your guidance are baffled and confused at best, or risk their sanity trying to make sense of you. Only with your personal insight is this possible, and it’s a task best reserved for yourself or the most skilled of geneticists in all of creation. It does not matter to you. You are you, nothing else. And you are worth more than the sum of your parts.
  106.  
  107.  
  108. Drawbacks:
  109.  
  110. Delicious Candy [+200] – There are many volatile and dangerous forces and creatures in this world, which requires a critical and careful mind to handle and use properly. You have neither of these things. While you may be intelligent or brilliant beyond measure, you have poor impulse control and tend to do things like severely mutate Metroids and then put them in a faulty containment system, make a plan that will almost guarantee putting yourself and several companions in danger, and mistaking Phazon for your favorite food. You will be a constant danger to yourself and those around you, and while you won’t put yourself in a certain-death scenario, you will certainly be skirting the line and be constantly surprised when you do.
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