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Bloodline V0

Feb 8th, 2019
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  1. // 3 categories: how you get it, how you spend it, what you spend it on
  2.  
  3. Bloodline CYOA
  4.  
  5. ---
  6.  
  7. Intro:
  8.  
  9. Your Bloodline (in the mystical sense) has become a tiny rift to a higher realm of infinite power.
  10. For as long as it lasts, a tiny trickle of power will seep through it and into our universe.
  11. In the moment of it's formation, you are able to change how it takes effect.
  12.  
  13. Start with 4 Points.
  14.  
  15. ---
  16.  
  17. Heavens:
  18. Take any number of options.
  19.  
  20. Quintessence
  21. First Purchase Free
  22. Costs 1 Point per purchase.
  23. Can be purchased any number of times.
  24. Each day, one droplet of Quintessence will trickle down from the higher realms for every level of this upgrade.
  25. This is divided evenly amongst every member of your Bloodline- by default, you and every one of your descendants.
  26.  
  27. Revocation
  28. FREE
  29. Cannot be taken with Integration.
  30. You can permanently remove someone from your Bloodline through a trivial process.
  31. They, and every one of their descendants, no longer receive a portion of your Bloodline's Quintessence accrual, though they retain whatever Quintessence and Quintessence-based upgrades they had.
  32.  
  33. Integration
  34. FREE
  35. Cannot be taken with Revocation.
  36. You can permanently add someone to your Bloodline through a trivial process.
  37. They count as one of your descendants in every way; all of their past and future descendants also become a part of your Bloodline.
  38.  
  39. Ties That Bind
  40. Costs 1 Point.
  41. You are intuitively aware of the people linked to you by your Bloodline.
  42. You know how many there are at any time, their names and appearances, and can get a vague sense of their locations.
  43. Others in your Bloodline possess this at a diminished level, potentially taking weeks to track down another once they get close enough to detect them.
  44.  
  45. Transfer
  46. Costs 1 Point.
  47. It becomes possible to transfer Quintessence between anyone who has ever held at least a droplet of the substance.
  48. This takes a minimum of one second per droplet, and requires a certain degree of mental effort from the giver.
  49.  
  50. Reclamation
  51. Costs 1 Point.
  52. Quintessence, and the powers it grants, will never be lost.
  53. Upon the death of someone with Quintessence and/or Quintessence-based upgrades, these are instantly divided up and transfered to the appropriate targets.
  54. You may decide what portion of the powers goes to you, the killer, the person the fallen cared about most, and the Bloodline as a whole, but cannot change this once set.
  55.  
  56. ---
  57.  
  58. Earth:
  59. Take any number of options.
  60.  
  61. Presence
  62. FREE
  63. Every droplet of unspent Quintessence a person holds makes them more significant.
  64. This acts as a form of protective luck, that decreases the likelihood of negative effects- like developing an illness- but will never increase their odds of winning a lottery by even the tiniest degree.
  65. This is most effective against unguided random factors, diminished against active efforts by intelligent beings, and useless against others with even a droplet of unspent Quintessence of their own.
  66.  
  67. Time
  68. FREE
  69. Quintessence can be spent to push back the weight of ages.
  70. A single droplet can be burned- permanently expending it- to restore three months of youth.
  71. Every dozen droplets spent on longevity increases the time to age one year by one year.
  72. Other applications are possible, within the scope of protecting you from time's grip- stopping a cherished skill from eroding, shielding your hope and drive or childhood memories, and so on.
  73.  
  74. Blood
  75. Costs 1 Point.
  76. Quintessence can be spent to strengthen and change the body.
  77. A single droplet can be burned- permanently expending it- to recover from any physical ailment, at minimum leaving you as well-off as the average human.
  78. Ten droplets spent on strength can give you enough to bench press a full ton, and thirty on durability can make you bulletproof- at least when tested by lower-calibre handguns.
  79. Other applications are possible, within the scope of enhancing and changing the body- such as decreasing the amount of food you need or changing your appearance- though this ability is poorly suited to enhancing the senses beyond human limits.
  80.  
  81. Eyes
  82. Costs 1 Point.
  83. Quintessence can be spent to enhance the mind and grant insight.
  84. A single droplet can be burned- permanently expending it- to recover from any mental ailment, at minimum leaving you as well-off as the average human.
  85. Using this to directly change the mind can cause, if not outright bad, then certainly /odd/ effects.
  86. Six droplets spent on enhanced sense of smell can let you pick up traces completely removed a minute ago, or shrouded behind an inch of hard vacuum, while fifty on memory can make yours inhumanly perfect by letting you review the events of your past with the senses you possess in the present.
  87. Other applications are possible, within the scope of enhancing the mind through the lens of providing information.
  88.  
  89. Storm
  90. Costs 1 Point.
  91. Quintessence can be spent to create mighty powers.
  92. The less direct these powers are, the mightier they become (within limit).
  93. Sixteen droplets could be concentrated down to let you summon fireballs as dangerous as grenades, or spread out to let you summon a hurricane to your location.
  94. Anything involving expressions of raw, barely-controlled power is viable.
  95.  
  96. Art
  97. Costs 1 Point.
  98. Quintessence can be spent to improve the manner in which you act upon the world.
  99. This lends to relatively subtle abilities, over which you possess fine control.
  100. Eight droplets spent on programming might let you create programs that need half as much computational resources as they should, while just as much on smithing might let you create weapons that almost seem to be enchanted.
  101. Eleven droplets spent on medical care might allow you to cure cancer with a few judicious impacts.
  102. Other applications are possible, so long as they at least appear to be natural extensions of some skill.
  103.  
  104. ---
  105.  
  106. Between:
  107. Take one option.
  108.  
  109. Resolute
  110. FREE
  111. You stand firm against the interdimensional forces that pull against you.
  112. So firm, in fact, that the rest of reality can't take it.
  113. Choose any number between 1 and 6- this is the number of other Bloodlines that form.
  114. Each of these Bloodlines is built with 3 Points, and has its own rift and Quintessence supply.
  115.  
  116. Wavering
  117. FREE
  118. You allow yourself to flex and shift abit, warped by the strange forces pulling at you.
  119. Apply a CYOA of your choice to yourself.
  120. If it changes the world, and even if it takes you to a completely different setting, you may force specific locations and characters from your current setting to persist- either integrated to some degree or ISOTed and unchanged.
  121.  
  122. Lost
  123. FREE
  124. You give up, allowing the interdimensional tides to carry you far, far away.
  125. Choose a setting of your choice to arrive to.
  126. You may apply up to three minor changes that would make you better fit the setting (such as gaining access to a relatively-common magic system or adjusting your soul structure to match the local norm) to yourself before arriving.
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