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Sci-fi META C.Y.O.A.

You find yourself in a sparse room with no doors, in the room is a table and
some chairs. On the table is a simple form with a writing utensil, simply fill
out the form. Once the form is filled out you will be transported to a setting
of your choice. Even CYOAs (you may attach multiple CYOAs to this one).

NOTE: Any perks, items, or other things received here will function exactly
the same in any universe you go to as it would in its original universe.
Mode
Survivor
0 Points
Prologue
4 Points
Climax
10 Points
Epilogue
20 points
Sandbox
30 points
Perks
A New You – Free
You may change your species for free one time using this, it can be any
sapient species in whatever universe you start in or one of your own make.
That aside, your body being brought up to a high fitness and health level
you are free to redesign how it looks within the range of possibility for
whatever species you are. At minimum you can now live half again as many
years on top of what you would have before. Any skills, attributes, and
abilities you have won’t degrade with disuse. You also receive some survival
training for a variety of environments so you won’t die right out of the gate
if you wind up stranded somewhere.

Noble Bearing – 1
The benefits of being of highborn can be many if you are born in the right
time and place. Upon taking this you become just a bit better at everything,
your attributes, your appearance, your natural aptitude for all things is
higher than the common rabble, and should you allow it others can sense
you are of a higher breeding. This applies to any of your descendants, you
may also pass down your perks as part of your noble bloodline. Whether
you have been born into an existing family of noble blood or decide to carve
out your own is up to you.

Special Training – 1
Maybe you want to get out there and kick ass or just be able to defend
yourself. With this you are given the training of elite special forces and able
to adapt to new tech that you might use fairly easily given some time. In
addition you are fearless, resistant to pain and have practically limitless
willpower to go with an unshakable mind.

Space Magic – 1
Some places have space magic, it could be the Force, or Biotics, or even
your own original brand of space magic. Taking this perk grants you access
to this tool to use as you please. The drawbacks of these powers if any are
lessened for you. You can pick space magic that doesn’t exist in whatever
setting you start in. Purchasable multiple times. You may make this Space
Magic inheritable genetic trait if desired.

Null – 1
Similarly places with space magic often have things with the ability to see
the past or future, locate someone with their powers or generally screw
with their head. You are both invisible to any and all powers of this sort and
also immune to them. Precognitive abilities cannot account for you, seers
will not register your existence or get scrambled and useless information.

Augmentation – 1
You’ve been augmented and heavily at that. The specifications of these
augments are up to you but things like sub-dermal armor, bone
reinforcement, enhanced strength, etc are things that could be expected all
the way up to full body replacement. These augmentations may be from the
local setting or be the kind you have the technical specifications for should
you wish.
Pilot – 1
Congratulations on your pilot license! Or future congratulations anyway, you
know the ins and outs of operating most vehicles wherever you end up.
From cars, tanks, aircraft, mecha, even ships you can make them dance. Any
new vehicles you encounter won’t be too hard to figure out either. Your
coordination and dexterity has also shot up by a degree, might be useful.

Gains – 1
Anything you train whether it be your swordsmanship, knowledge, farming,
strength, goes much quicker now. You could start completely untrained as a
spearmen but become competent within days instead of weeks and so on.
You can train others to have a similar speed of learning while under your
guidance.

SCIENCE! – 1
So you want to learn eh? With this your intelligence will be boosted to great
heights, you gain perfect memory and instant recall. Issues of memory
storage are no concern but those are just the basics. You also have the
entire knowledge base of a faction or race stuffed in there. This grants you
an all encompassing understanding and knowledge of the sciences, whether
that be physics or biology you can do it all within the bounds of whatever
you picked. (optionally from a specific faction or race if you want, hell make
something up or combine two or more). Furthermore you are really good at
Ragnarok Proofing your tech so even if you leave a tank derelict for a very
long time it will still run good as new as long as no one came through and
stripped it down or something. You know how to make or modify technology
to shield it against corruptive and subversive forces like demons or hacking
and even purify existing corruption. You also know how to make living
things extremely resistant if not immune from corruption, mutation, and
that sort of nastiness or even purify existing complications. That said
Ragnarok Proofing and dealing with corruption can be more or less
effective depending on what you chose. You can purchase this multiple
times if you want the knowledge of another faction or race in your noggin.

Research – 1
What do you do when your enemies have technology that threatens to tip
the balance in their favor? Steal it! Steal it all! Aside from the obligatory
perfect memory and limitless storage, and the boost to your intelligence
you get a few other things to play with. When it comes to technology you
can with a little observation tell its general purpose and some of how it
functions. Should you actually take the time to analyze a piece of
technology, even if it is much more advanced than what you already know,
with only a little time its secrets will be yielded. It is also much easier for
you to take this reverse engineered technology and integrate it into existing
designs or technology even if the systems shouldn’t play too well together.

Merchant - 1
The art of making money is something you are very well versed in. Whether
its starting from nothing and building up to a multi system megacorp or
saving one you have the skill. Money and resources are also something you
seem to lack real problems in. It tends to be easier to get your hands on
enough capital to support whatever endeavor you are undertaking provided
you put in the effort.

Administrator – 1
Someone has to do the paperwork and organizing as it turns out you might
as well be the demigod of the stuff. You know how to manage operations,
delegate, and balance the needs of an organization. Can streamline an
organization that has byzantine levels or worse of bureaucracy to a
well-oiled and efficient one.

Computers – 1
When it comes to the realm of computers, code, and programing you are the
next best thing to an AI. The amount of skill you display whether its
hacking, programming or just working with data in general leaves you as
one of the best there is. Your multitasking ability is also extremely high as
you would otherwise be unable to keep up.

Leadership – 1
You may not be extremely charismatic or beloved but you know how to get
results. Together you stand with the very best minds in terms of strategic,
tactics, and general leadership. Combined with the fact you are able to get
people to listen just by scaring the hell out of them with your presence you
can get a lot done.

Charisma – 1
This sort of thing can propel one from a hateful hobo on the streets to an
influential and rapidly rising politician. You are right up there with the
greatest known for their charisma, presence, and ability to sway the hearts
and minds of others with only your words.

Objects of Interest
Note: everything here, including schematics, benefits from the
Ragnarok-proofing described in the SCIENCE! perk. Furthermore you may
choose to have the schematic encoded into your mind instead of having it
as a physical or digital copy.

Options that give facilities may be combined into one larger facility, if
you’ve purchased them. Similarly, smaller items like the revival pod, life
tanks, and the machines from Manufacturing can be pre-installed to any
facility or large enough vehicle.

Furthermore all facilities have at least basic defenses such as a basic


armory or auto turrets and furnishings for any personnel. At the bare
minimum you will have enough supplies to keep it fully staffed and
secure.The more land you have with ‘Installation’ will allow for smaller
auxiliary sites similar to any facilities or Installation itself to be spread
through your initial territory. Any Mobile Base can have facilities merged
with it adding them as specific sections of said Mobile Base.
In addition unless otherwise mentioned all facilities come with the ability
to build, maintain, and repair the machines/gear within though they can only
replace losses at a limited rate. This includes auxiliary sites but those are
limited to repair and maintenance.

Basic Kit – Free


You get a few sets of clothing including a few suits for hazardous
environments, a few sets of decent armor, enough supplies to keep you
alive for a few weeks, a personal computer/device, a vehicle (either local or
something you have the means to build) up to the size of a modest
spaceship (like a certain falcon in a far away galaxy), and a few weapons
and explosive ordnance in the same vein as the vehicle. Also comes with a
modest but comfy shack on the nearest habitable world, a discrete storage
area for your vehicle along with tools for maintenance, a few spare parts,
and some extra fuel just in case.

More Points – Variable


Should you be using another CYOA with this one you can use this to multiply
your points or choices in that CYOA based on how many points you spend on
this. 1 point will get you double, 2 will get you triple, and so on. This
multiplier also counts for any drawbacks or complications that give points.

Resources – 1
Some technology requires natural resources that cannot easily be obtained
or even acquired at all in some universes. This can do one of two things for
you. The first gives the means to create artificial yet just as viable versions
of these materials, whether it be Adamantium, Tiberium, Element Zero, or
anything else like that. The second instead will create deposits of the
requisite resources on some planets in any setting you visit if they did not
exist already (you can choose what is seeded). As you encounter new
resources this will automatically update as needed.

Data Core - 1
You’ve got something rather important: a data core. It’s a complete archive
of a single faction or people’s technology, including the sciences and
principles that make said technology tick. This may be from any setting, any
time period and so on up to even original factions you might have come up
with or modified. You have at the very least a rudimentary understanding of
the concepts behind some of the tech. The real boon is that like a certain
device this will show you step by step on how to build up from nothing to
whatever you wanted to build. Purchasable multiple times.

Portal– 1
A device that lets you travel to other settings or open portals to a particular
set of coordinates. May be mounted to a vehicle or ship. Includes the
schematics to build more.

Manufacturing – 1
An automated factory with machinery that can break down matter fed into it
and reassemble it as suitable materials and components to construct a fully
functional example of something provided you have the schematics or data.
The machinery if given a massive power supply can instead activate a
greater function and create matter from that energy. The design is
adaptable to a variety of scales from production of personal equipment all
the way up to spacecraft and larger still. Includes the schematics to build
more.

Mobile Base – 1
You have some sort of construct that serves a mobile home or headquarters
if you prefer. Could be a spaceship, space station, could be a land crawler,
could even be a literal base with legs. Its design and functions are up to you
as long as you have the tech that could build it or the locals could.

Installation – 1
If you want to put down roots this is a good start to that endeavor. The
design and functions of the base are up to you as long as local tech could
build it or you have tech of your own. More importantly is that you own the
land from a few dozen acres all the way to an entire planet if the setting
warrants it. This land will have fertile and productive soil, ideal weather for
the most part, and be very rich in important and valuable resources. You
may have living subjects that acknowledge you as the rightful ruler and can
set the demographics, economy, culture, and basically every other facet of
the location under your dominion.

Even MORE Installations (Requires Installation) – 1


Looking to branch out? It’s the same deal as with Installation except you
get multiple that may be divided up as you see fit. Want secret bases hidden
across the world instead of just your immediate area? Perhaps you want
entire solar systems to make yourself space king? This is for you then, as
with the basic option any structures you buy can be spread out amongst
your holdings or be built up the same across all of it. It is your choice.

Life Archive – 1
An archive of data of ‘life’ for a single setting or universe, even one that
‘shouldn’t’ exist like fanfiction universes or original settings. The genetic
data contains a range of samples from numerous anonymous donors to
those of notable and often powerful individuals, even if they lived in vastly
different eras or even timelines. Interestingly, the memories, and other
metaphysical components like the souls of these individuals are also
recorded and implantable, just in case you wanted to completely clone them.
Purchasable multiple times.

Enslavement Tools – 1
A variety of items that are effective enough that once attached to its victim
make them subservient to the one keyed as the master (that being you).
Sophisticated enough to ward off any attempt to remove it without
authorization, and robust enough to remain intact as long as the subject
does. These can even be used to permanently reprogram the individuals
attached to them for whatever purposes you would need too. You can add
these to your Augmentations, Life Tanks, or Revival Pods to reprogram the
target on a fundamental level to be loyal to you. Such rewriting will persist
past any form of therapy or death. You have the schematics to make more.

Revival Pod – 1
Should you suffer an unfortunate demise whether from being exploded into
tiny bits of gore or old age or even permanent entrapment, this Revival Pod
will snatch up your consciousness thwarting any attempt to otherwize seize
it and implant it into a freshly cloned or constructed body. The pod can
create extra bodies that can remain stored ahead of time or link to your
mind to form a hive mind with the necessary implants. The implants have
unlimited range and are not vulnerable to hacking or subversion. As long as
at least one of these machines is keyed to someone their soul is guaranteed
safety from tampering, corruption, or damage in general. The machine is
able to work from any range be it a distance of miles, dimensions, or
universes. The onboard Auto-Doc is capable of maintaining your general
health as well as offer treatment for most ailments and repairs for
cybernetics or synthetic chassis. The pod itself is robust enough that it
could survive indirect nuclear warhead detonations or re-entry to a
planetary atmosphere then hitting the surface and still work with a few
dings in its body. You have the schematics to make more, each may only be
linked with a single individual but multiple can be linked to a single person
allowing for robust network.

Life Tanks – 1
A large set of tanks that can monitor and grow any living thing that will fit.
The tanks default to being able to hold life up to the size of a human which
can be fully grown in several minutes. The tank design is easy to scale up to
accommodate large creatures and entities. Comes with systems and
databases to implant skills, memories, ideas, and other information based
on either the local setting or alternate techbases you might have. It has
built in tools to operate and modify the occupant’s body if desired and has
the capability to include or work with life that isn’t strictly biological like
energy beings or ones with magical components. Can also be used to clone
things. Anything you create will have practically unbreakable loyalty
conditioning by default, you can turn that off if you want to for some
reason. You have the schematics to make more.

Space Magic Pod – 1


When most people in the world are just normal folk trying to get by finding
those capable of supernatural feats is a bit of a problem. This pod however
can solve that little hang up. By placing someone inside it the pod is able to
infuse the local settings ‘space magic’ or whatever passes as supernatural
abilities. You can also use any supernatural power you might have or
collected if you want. The pod is able to dial the strength of this infusion so
you can create weak powers or stupidly strong ones in individuals. If you
turn the dial up too much those inside may not be able to handle it which
can have deadly consequences. You have the schematics to build more.

Anchor – 1
A general purpose device that will project a field that enforces normal
reality within its radius. Anything within the radius will remain unaffected
by any supernatural phenomenon such as reality warping, paradoxes, time
travel, degeneration of the universe, and about any other really nasty end
normal humans wouldn’t have much chance against. The field strength is
variable and the device itself is tough enough to weather a few nukes and
still remain functional if a little irradiated. An anchors intelligence is smart
enough to let any strange powers you possess or any allies you register to
work unimpeded while it cripples any enemies. You have schematics to
make more.

Adaptive Neutralization Device - 1


Without a doubt there are some entities that can shrug off the mightiest
conventional weapons in an arsenal. These beings often require specialized
and difficult to obtain methods for dealing with them permanently. By
feeding this device data about the target it can work out an appropriate
easy modification to any weaponry or devices you have access to that will
make them extremely effective against that target and anything closely
related to it. Any modification will ensure healing, resurrection, or any
esoteric method of restoration problematic for the target. You have
schematics to build more.

Stabilizer - 1
Exotic energies and malignant forces can sometimes run wild without any
way to control them. The Stabilizer when anchored can stabilize any of
these energies such as leylines, dimensional breaches, and forces or even
tamp down on the output they have within a given area. A Stabilizer is very
easy to scale and can range from small localized versions to megalithic
ones that can command a vast range of control. You have schematics to
build more.

Communications Equipment - 1
Long range communications are vital in any industrialized society, any
society really. This communications set is able to transmit across
dimensions near instantly if it has the right address to another of its kind.
It is encrypted to the point that it is impossible to crack for anything it is
not transmitting to. The system can be used with less advanced
communications devices like radios. You have schematics to build more.

Stasis Pods - 1
These pods are designed with containment in mind, simply put any roughly
human sized individual within and the pod will hook up to them. From there
the pod keeps the occupant stable and unaware indefinitely and their
powers sealed from use if they are a prisoner or potential threat. The pod is
sturdy enough to last as long as need be in containing its occupant and take
a hell of a beating before breaking. The pod can easily be scaled up or down
for your needs any you have schematics to make more.

Chrono-Device - 1
This device allows its user to manipulate the flow of time in their local area
or direct it at specific targets. It is also capable of legitimate time travel
able to access any local timeline it can perceive at any point as well as
preserve its users against paradoxes or erasure. This device is built to a
personal scale but the design can be upscaled or downscaled with little
difficulty. You have the schematics to make more.

Generator - 1
This phone booth sized generator is capable of generating endless amounts
of energy from nothing on a large scale. By itself it could power a whole
continent without issue forever until the generator is destroyed. Built in
safeties prevent catastrophic failures in the generator so harmful energy
spikes or an extinction level event are nothing to worry about. The
generator can easily be scaled up or down for your needs and you have
schematics to make more.

Command Center – 1
A grand center of power suitable for a warlord, emperor, or whatever title
you like. It is outfitted with the finest of technology available to you,
possesses advanced command and control capabilities and powerful
sensors to keep track of everything within its range. Its stout enough to
survive even a few hits from whatever superweapon your enemies might
have. Not to mention both its defenses both internal and external can
repulse all but the most determined attacker.

Arsenal – 1
A massive underground storage facility that is filled to the brim with
weapons, ammunition, armor, equipment, rations, and damn near anything
else a person might bring with them to battle. There are light vehicles for
transport. The necessary logistical support equipment is included. This
equipment may either be locally produced or be from tech you know how to
produce.

Garage – 1
Another underground storage facility, like the one above only this one is
loaded full of military grade vehicles, with years’ worth of spare parts and
the like. The necessary logistical support equipment and vehicles are
included. These vehicles may either be locally made or things you know
how to build.

Hangar – 1
Yet another underground facility, this one contains an assortment of
aircraft and small to moderately sized spacecraft and enough spare parts to
keep them all going for years. The necessary logistical support equipment
and vehicles are included. These may either be of local make or be from
tech you have the means to produce.

Port – 1
For more terrestrial endeavors one might need to seize control of any
bodies of water. This underground facility functions as a bastion for an
entire fleet of water bound ships. It has all the equipment to maintain,
repair, and replace any damage on your ships and their equipment as well
as facilities to house the crew when not at sea.

War Vault – 1
A vault located deep underground or in a secluded area that contains an
armies worth of killbots, construction drones, androids, massive siege bots,
drone tanks, and god knows what other mechanical horrors.

Shipyard – 1
Unlike the others this asset sits in orbit somewhere around a planet or
moon. This is a large secure shipyard which has a fleets worth of space
worthy vessels of varying classes and age either from the local setting or
from what you can build. Aside from that it has all the necessary facilities
and spare parts to maintain and repair your fleet for a long while and ability
to produce more vessels. You may optionally make it well hidden and
unlikely to be found unless you intentionally lead others to it.

Genesis Vault – 1
Another secure facility filled with plant samples, seeds, examples of
animals of all kinds stored in stasis, and special laboratories for biological
study. What makes it truly special is the portable terraforming technology
secured within, able to when deployed create a habitable zone dozens of
miles wide and clean up even the epicenter of a nuclear strike a day after it
detonated. The vault has several dozen of these kits waiting for use.

R&D Lab – 1
Sometimes it’s nice to be able to do your research in a secure environment.
This R&D lab is more of a complex filled with cutting edge technology, and
well stocked workshops and fabrication areas. The complex is heavily
reinforced, especially on the inside against experiments going awry or
trying to eat the staff. Short of an ungodly freak of nature any subject can
be handled relatively safely with no threat to your person.

Manpower – 1
Recruiting locals is well and good, but if you want to start with a loyal,
professional, and ready-to-go group, then this is for you. This underground
facility is filled with artificially grown individuals, each and every one
secured in stasis tanks for storage. The facility is able to house, feed, equip,
train, and provide for the basic needs of every single person within and then
some.

Maginot Line – 1
A large network of defenses nearly impenetrable to conventional or
unconventional assault. It has anti ground, anti-air, anti-sea, anti-orbital,
and anti-space capability in a variety of armaments strategically placed
around the territory you control. installations are well fortified and can
resist even the harshest of whatever the enemy can throw at them unless it
is truly exotic.

Companions – 1
It might get lonely wherever you end up so take some people to keep you
company. With this you may either design from the ground up or select up
to ten individuals to act as your companions. Anyone you select can either
be real, fictional, dead or alive; it doesn’t matter. You may make alterations
to their backgrounds or selves if you want to make dealing with them an
easier prospect. Purchasable multiple times.

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