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Supreme Blessings CYOA Version 1.3

Supreme Blessings

[3] (+3) Supreme Blessings: From the Archdeity of Eternity, they can never be taken, copied, negated, or mitigated unless you truly allow it, or by the god himself.
[2] (-1) Meaning Of Life (Self Understanding, Determination & True Intuition): "No, I am not telling you this. That would take all the fun out of it! Pick something else. Oh, alright, fine."
Troy whispers the secret to the meaning of life, the universe, and everything into your ear. (No, it's not 42.) Although you're never again able to articulate it, you are ever after motivated and self-actualized, and everything that happens intuitively seems to make sense to you.
[1] (-1) Bliss (Permanently Controlled Happiness): You become permanently happy. You can define the exact nature of this happiness if you wish, but it is purely internal, and affects only your state of mind, not any external circumstances. You can toggle this at will.
"Toggle? As in turn it off? My daughter was right, mortals are so strange..."
[0] (-1) Gemini (Squirrelly’s Worm CYOA Version 4.1.1): "You want adventure and not just free stuff, eh? Gotcha covered."
Pick another CYOA. Double everything positive therein, OR gain +10 points/choices. This removes all drawbacks too. (A drawback is anything you consider a drawback. You still get any points you gained from taking drawbacks.)
If you select this boon more than once, each time add another +10 points/choices OR double the original amount (i.e. before the earlier doubling) of everything positive. (So choosing this boon twice and doubling both times would triple the positive things.) OR pick another CYOA to have doubled or +10, and its drawbacks removed.
[0] (0) Plot Armor (Plot Protection): You gain a sort of plot armor, such that you live a charmed life, to a greater or lesser degree.
[0] (0) Jinglebeer Bar (Nexus Point): You can always find this bar when you want to, and will be able to get free jinglebeer for yourself and any friends you bring with you, as often as you want.

Squirrelly’s Worm CYOA Version 4.1.1

Introduction

Two beings spiral through the starry void. As they approach their chosen world, they shatter, and countless shards seed the world and it's many iterations across the sea of possibilities. They find their homes in the minds of men, planting their roots in the desperate, blooming in the broken, granting their hosts abilities far beyond their fellow man. But the price of this power is their peace, a passenger in their bodies guiding them towards self destruction for their own gain. The creatures are vast and ancient, the cycle of destruction that has continued uninterrupted since time immemorial. But all things that begin must eventually end. A single mistake, a tiny fissure, the interference of another entity, and so the inertia of a millennia old force is stalled with the death of one of the vast creatures. But however stalled the cycle might be it's presence still looms. It's mate still lives however lost. The seeds of the next generation have been planted, ready to grow and continue the now defunct plan, striving towards a goal that can no longer be reached. And so the Cycle still looms, it's shadow cast on earth like the sword of Damocles ready to fall and doom one last world before it vanishes into the abyss. This is where you come in. A stranger dropped into the center of it all. While the world may live without your interference, the cost would be enormous. To prevent this you have been given power, a wild card that was never accounted for by the world and it's fate. An outsider capable of changing the course of destiny. But can you survive the trials that await you, in a world being choked under the weight of the machinations of creations far above them? Can you save this world of the fate which has befallen so many others?
Note: This is narrative driven, attempts to munchkin the system discouraged as they defeat the purpose of a CYOA. If a character you are creating is more powerful than the appropriate power tier would imply, then PURCHASE A MORE EXPENSIVE POWER. This is the reason higher tiers have similar versions of the same Power from a lower tier. You will not get Superman, Goku or Galactus for a mere 2 point cost. Spending more points on a power WILL increase its strength and potential but of course there are logical limits to that, a Lesser power, no matter how buffed, likely won’t ever be able to touch a World Breaker, but may be able to reach the strength of a Greater Power.

Difficulty

[20] Gemini:
(+10)
(+20)
Easy Mode: You start with [Gemini:10 20] points with which to create your Avatar in addition to those you gain back from disadvantages should you choose to use them.
The God Mode, you enter with potential beyond measure, standing miles above the strongest this world's champions have to offer. Few can stand against you, even the greater threats on Bet are merely obstacles to overcome rather than the insurmountable walls they appear as to your "peers". As the only Mode able to use WORLD BREAKER powers your eventual power will be enough to shake the earth itself.
Supreme Blessings CYOA Version 1.3: Gemini, double everything positive therein & removes all unwanted drawbacks.

Greater Powers

[11] (-9) Crossover (Noel the Lilim) [4 Points]: You have been gifted with the power and knowledge of a character from a different series. Comics, anime, literature, so long as the character and their abilities are adequately chronicled they are viable. With this power you can stand amongst the greatest and strongest heroes in Earth Bet, a powerhouse on par with the Triumvirate. If you choose a stronger character their abilities are weakened as a result. If the character’s powers are linked to an external force they still function as they should, though some feats may become impossible to use. If the character’s abilities require the use of technology that the character themselves cannot produce themselves you will be able to create and maintenance the required tech.
Veteran (Experience Sharing) [1 Point]: You begin with the experience and memories of the character you choose, capable of their higher level feats and skilled in the use of the power.
Master Sword (Magitek & Mystic Weaponry) [2 Point]: You will have access to all the legendary items they could have encountered.
Sensei (Ability Teaching) [1 Point]: You have the ability to propagate your powers, sharing them with others. Either teaching skills or spreading whatever acts as the source of your abilities. Those you teach learn at an accelerated rate, though are unlikely to reach your level.
Powers That Be (Inner Being{Sex Demon}) [1 Point]: Should your discipline have access to or be linked to some sort of Greater Force or Entity you will have access to it as normal. If the force is sapient in some form you are favored by it and have some influence over it. You can reduce the cost to 0 by giving up that protection.
[2] (-9) The Apprentice (Thaumaturgy) [4 Points]: You are an adept in a discipline of another series. You begin with a moderate to high level of competence in your chosen path with the ability to reach true mastery with dedication. Your strength will grow with practice but experience is the best teacher. You have at least the most rudimentary knowledge within yourself to eventually learn even the greatest abilities of your school though it is up to you to recreate them with your own skill. Should the series you choose have multiple schools you will only be able to select one. If the power requires some form of catalyst or augmentation, then you and those you teach will be granted some form of access to it to be able to use the Power. If the source is technological you can build the devices needed to access your ability.
Grand Mastery (Ability Mastery) [1 Point]: You begin with the highest level of mastery in your given school.
Unlimited (Arcane Mastery) [1 Point]: If your Discipline has multiple schools you are able to practice them all.
Tinker (Arcane Technology & Items) [1 Point]: You gain the ability craft the technology or magical items native to the setting your powers originate.
Sensei (Ability Teaching) [1 Point]: You have the ability to teach others and spread your abilities to Disciples.
Powers That Be (Akasha{Swirl of the Root}) [1 Point]: ​Should your discipline have access to or be linked to some sort of Greater Force or Entity you will have access to it as normal. If the force is sapient in some form you are favored by it and have some influence over it.
[-9] (-11) The Gamer (Video Game Physics) [4 Points]: Welcome to The Game, lets start with the Tutorial. Try not to get bored and skip the instructions though, it’s important to know these things. You start out at low level, nothing really formidable but enough to survive long enough to get stronger. And you ​will get stronger. Anything that you can naturally learned, any attribute that can be improved, any flaw that can be diminished you can do so either through repetition, training, or spending XP. This extends to abilities from Outside sources as well, even if the user of those powers did not take the Sensei perk. You have the body of A Protagonist Character, you no longer require food or drink to survive, though consuming it may help recovery. Fatigue is no longer a worry, a few seconds is more than enough to recharge Stamina and sleep is simply a waste of time. You are sturdier, more resistant, and all around physically better than standard humans. Any equipment you find or use is automatically resized to fit you perfectly, with any weapons or vehicles being easy and intuitive to use and maintain provided you have the prerequisite stats if any are required. The world around you functions similarly to an RPG. Enemies respawn in certain areas to challenge, Defeated foes drop XP and GP, NPCs may grant you quests, and Items can be found hidden in hidden locations or in loot. Items can be placed into an infinitely spacious Storage system and changing Equipment only takes as long as it takes you to navigate the menu to Equip it. You even have the ability to Quick Travel between key locations. Most options can be accessed from the Menu Screen.
Stat Screen (Graphical User Interface, Status Reading & Time Pausing) [2 Points]: In addition to the Basic Menu you have access to a HUD capable of displaying some basic information about both yourself and whatever is around you. A Map with Waypoints, an HP bar, and basic information on what you’re looking at is always available. You can Appraise and Scan NPCs and Items to quickly learn more about them. Time pauses while navigating the menu, though you are unable to move or interact with the world during this time items can still be used and equipment changed.
Save Point (Checkpoint) [2 Points]: You can save your progress at any time and place able to instantly reload your old save if you experience trouble. You have [Gemini:3 6] slots. In the event of death, you get a Game Over.
One Up (Respawning) [2 Points]: You Respawn at the last Checkpoint.
Looking For Group (Party System & Active Party) [1 Point]: You can Recruit others into your party, granting them limited access to your abilities while partnered up. They gain access to the Perks bought, grow in strength by Grinding, and can follow you through Quick Travel or Loading. You can recruit an Unlimited number of followers, though only a limited number can be Active Party members at a time and reap the benefits. Drops are shared equally through the Active Party, Equipment and Items are shared, and items can be used on their behalf.
Standard RPG DLC Package (Science Fantasy) [0 Point]: You gain the the ability to acquire the normal RPG benefits. Generic and Cliche “Spells” and Special Attacks can be found and learned, Consumables can be found and used for Buffs or other bonuses, Grinding Dungeons spawn randomly, and Special or Legendary Equipment is possible to find or craft. By default these are based on a Fantasy setting but you can choose another genre if you want.
[-18] (-9) Evocation (Musical Voice{Song Magic}) [4 Points]: Your Words carry great power. When you speak, you speak The Truth and The Truth is what you speak, there is no distinctions between the two for they are the same. Your shouts can break mountains and even a whisper can crush a man. The Words you choose brand themselves on the world, a command becomes an unbreakable Geass and an insult a fatal curse. Even simple statements are enough to reshape the world around you. Your Words cannot be silenced, nor can they be misunderstood. In order to properly use your power you must take a moment to channel the intent and extended use can be mentally exhausting, unfortunately it takes active concentration to ​not ​ use The Voice. Pick your Words carefully.
Language of Magic (Linguistic Magic{Hymmnos Language}) [1 Point]: Rather than just your words it is a Language itself that hosts the power. As such it can be taught and learned like any other. Be careful as to whom you speak to, for the cunning may be able to teach themselves.
Runic (Symbol Magic{Hymmnos Script}) [1 Point]: Your words can be inscribed on other things to carry their will. If paired with Language of Magic these too can be taught.
Empty Words (Linguistic Manipulation) [1 Point]: Normally you cannot separate your Intent from your Words, merely lower it, with this perk you have no fear of accidentally harming others nor need to watch what you say. If you so choose you can obfuscate your words, making them either incomprehensible or imperceptible to those whom do know know the tongue. If paired with Language of Magic only those you teach personally can learn the language.
True Names (True Name Manipulation) [1 Point]: By learning and speaking the True Name of a being you can call upon it and attempt to control it. With their name you can form a conduit from which you can touch them, a channel to direct your Will or form a doorway for it to be called down. Just remember you might be able to touch it, sure—but it can touch ​you right back, and those big boys tend to do it a lot harder than any mortal.
Deeper Meaning​ (Meaning Manipulation) [1 Point]: Any voice can shake the air; yours shakes the heart. Your words, no matter how short, carry deeper meaning. A single one can take the place of hours of discussion. The most complicated emotions or ideas you have can be channeled into a single utterance and given out, granting absolute understanding to the recipient.
[-24] (-6) The Mad Talent (Subjugation Mastery) [4 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You gain significant influence over your intended targets, allowing you to control, strengthen or weaken physically, mentally or magically (including all supernatural powers) and otherwise manipulate your victims as you wish, even summoning beings to serve you or dismiss those you wish to.
You can even extend your power as to switch your victims loyalties to you without focusing on controlling them and make your victims view you as their one true master.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Personal Mastery) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You have complete control/mastery over anything/everything related to yourself, including your own reality, space, time, particles/molecules/atoms, gravity, body, identity, perceptions/perspectives, mind, soul, existence, origin, habits, etc.
Any/all aspects/traits that define and relate to you and your identity are under your complete control.
[-30] (-6) The Mad Talent (Hyper Instincts) [4 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You possesses a mind/instincts that processes the world in the most advanced, optimal and efficient manner possible. You are able to find the optimal solution to any/all problems, whether it is about civilization or nature, using the logical/illogical sense/strategies. You will find the right decision in any situation, multiplying your survivability and success rate, allowing you to overcome any hardship with minimal damage and pull victory despite all odds.
Since this power is purely instinctual, you always automatically makes the most optimal decision in any scenario. Making them achieve the best possible results in all fields of life and deal with events in the most efficient manner. You automatically seize all opportunities and make the most out of any situation.
  • Civilization: Place you near a fridge and you will consume what will keep you alive and most likely stay in top physical form. Place you in a boardroom and you will develop the ideas to generate profits. Place you in a court room and you will utilize eloquence to win a trial.
  • Nature: Place you in the middle of a jungle and you will access predatory type instincts and survive any and all form of conflict. Place you in a war zone and you can help win any type of war.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Hyper Mind) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You can process unlimited amounts of information, without any hindrances or backlashes of information. You have the capability to process an infinite number of simultaneous calculations, allowing you to identify all the variables in any theoretical situation by instantly cross-correlating all information you have on them.
[-36] (-6) The Mad Talent (Cosmic Knowledge) [4 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You possesses immense knowledge of the universe. You are aware of most things such as powerful spells, advanced science, where to find someone, etc. Your knowledge may exceed others with the same power, as there may be some things you are unaware of. You have the potential to know almost everything.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Knowledge Ascendancy) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You ascends through knowledge, unbinding your mind to the universe and beyond. You know everything there is to know by your own respective realities and use your immense intellect to further enhance yourself and gain a number of different abilities.
[-42] (-6) The Mad Talent (True Love) [4 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You are connected, linked, and bonded with your soulmate/soulmates. You know who your soulmate/s is/are, can empathize and harmonize with said soulmate/s, lack any struggle in expressing your feelings for them, and share many, if not some characteristics in common with them.
You and your soulmate/s, by nature, are compassionate, caring, loving, and sympathetic toward one another, would get along quite well with each other, naturally share romantic feelings of love for one another, are meant for each other as a couple, are the bestest of friends, and love the other with all your heart, all your soul, all your mind, and all your strength.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Eternal Bond) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You have a eternal or infinite bond with someone/something, making you connected on a level beyond anything and everything. Allowing you to always be connected to each other as your bond transcends everything regardless of its nature including space, time, distance, separation from reality, death, non-existence, etc. This connection goes beyond soul-mates, beyond the collective unconscious, beyond even the fabric and foundations of reality.
Your bond cannot be broken, destroyed, manipulated, removed, separated, or severed. Even if your soul is destroyed the connection will remain, even if your complete existence and/or memory is erased from reality/history the connection will still remain. Nothing can ever separate you from each other or your bond with each other.

World Breaker Powers

[-52] (-10) The Mad Talent (Progenitor Commander) [8 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You are a powerful Commander with cosmic power fueling you who may have complete mastery of machines and/or artificial intelligences. This can result in shapeshifting, programming, and many other uses.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Machine God Embodiment) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You are the embodiment of a Machine God.
[-62] (-10) The Mad Talent (Eternal Soul) [8 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You possess a soul that cannot be destroyed or take any form of damage, in addition to always existing, rendering you completely immune to all manner of spiritual alteration or destruction. Even if bypassed your souls will instantly restore itself, forever transcending any kind of spiritual/metaphysical death.
Standard souls are categorized with a natural form of immortality, though in this instance you are totally immortal in every possible way except the physical sense. You can, however, regain your physical forms as you desire by using your own innate spiritual and life forces to indefinitely produce and freely manipulate your physical form, even on the subatomic level regardless of your location, allowing perfect recreation/restructuring of your old bodies in whatever way you see fit, granting you modifiable and semi-immortal physical forms as a result.
You aren't just limited to being metaphysically immortal, though, as you can also generate an absolute amount of spiritual force/energy, which can then be used in any way you see fit. Examples of which include granting life to others and even the environment itself. Your soul is also inherently unbound due to your eternal nature and can freely travel to any realm, material, or immaterial alike. Because of this, you are capable of selectively interacting with them as if you were physically present, even though you are a specter-like entity by nature.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Spiritual Perfection) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You are spiritually perfect, becoming pure and gaining a variety of gifts that are deemed divine. You can use powers of both a spiritual and divine type to their maximum capacity. Other spiritual presences cannot comprehend your perfection.
[-72] (-10) The Mad Talent (Adaptive Evolution) [8 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You can quickly adapt to any situation, automatically gaining the necessary attributes to face them. In a fight, you may adapt yourself to resist abilities, replicate and enhance them to surpass your opponents, or spontaneously develop specific countermeasures. You can also analyze and understand any object, person or situation, quickly deducing the best course of action.
You may develop Extrasensory Perception when searching for something, Teleportation when trying to reach a far away destination, Transformation when facing too many or powerful opponents, etc.
You can quickly recover from any damage, develop immunities to their source, even rebuild yourself from scratch (or environmental materials/energies if fully destroyed), and are thus virtually indestructible.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Endless Evolution) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You have the capability to evolve past any and all obstacles, limitations, restrictions, opponents, and environments, regardless of your current status, enabling you to evolve endlessly and infinitely with no limit or restriction to quantity and quality of your evolution, leaving you in a constant state of evolution and growth.
Unlike most forms of adaptation and evolution, this power is not dependent on external factors and forces, such as environment, opponents, etc. You will continue to evolve regardless of your internal and external condition and status. Your progress is continuous, even when you have transcended every limitation, opponent, etc.
[-82] (-10) The Mad Talent (Imaginary Reality) [8 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You can bend reality according to your own or another person's imagination and/or thoughts; changes can be made by you to any and all aspects of reality, allowing you to achieve nearly anything by simply conceiving it.
This is both the purest expression and strongest form of reality warping, allowing you to directly achieve any desired change by thought alone.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Reality Ruling) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You are a being of great untold and unimaginable power, able to mentally redefine the fabric of reality both rationally (computer-like programming) and irrationally (turning fantasies into reality) to a seemingly infinite extent.
The rational side allows you to freely customize any aspect of reality, adjusting them on the fly with extreme precision and control. You can thus create, erase and rewrite anything exactly as you see fit ideally how you see fit.
The irrational side allows you to warp reality through desires and ideas, bringing anything into existence and the reverse, or remodeling it regardless of the rules of reason. You can then remake reality to your exact imaginations and whims.
One side is usually dominant, the balance possibly shifting with time/circumstances. You may also combine them in equilibrium, reaching the ultimate power.
[-90] (-8) Kaleidoscope (Meta Science-Magic): You are attuned to not only the fabric of space and time, but the very essence of the multiverse itself. All worlds, timelines, and possibilities are now within reach of your new senses, and you find yourself able to manipulate them to your will, and even travel between them. What you can accomplish with this is limited only to your creativity, imagination, and experience. Drawing in alternate versions of people to fight under your control, copying powers from alternate selves or fictional characters, fixing a destroyed neighborhood by overlapping a pristine version on it. These and any imaginable manipulation of space and time (time travel included) are within your reach, and it isn't limited to the Wormverse. The entirety of infinity is at your fingertips. If you wanted to you could just walk on home right now and leave Earth Bet to its fate. But where is the fun in that.
[-98] (-8) Emperor of Man (Psychopotence): Within you blooms unparalleled psychic might and impossibly vast vistas of knowledge. Any knowledge or skill that was possessed by a human being from the 40k universe at any point in time is granted to you, and all at superhuman levels of proficiency. Your physical and mental abilities skyrocket as well, leaving you able to go toe to toe with Brutes and Thinkers simply from raw prowess. Your psyker abilities are the equal of the Emperor's at his peak, with perfect control and understanding. The Warp does not exist here, meaning you are immune to the perils that normally plague psykers. You know how to induce these abilities in others, and train them in their use. Combined with your mastery of all human technology you have all the knowledge to forge an empire greater and vaster then anything possible in the original lore. First things first. You'll need warriors to face the dangers of this world beside you. Genetic technologies and treatments float to the forefront of your mind. Almost like they are eager to raise your first legions.
  • Your mastery of humanities technology explicitly extends to things that the Imperium did not understand or had long forgotten about. You are the equal of any Tinker when it comes to applying this knowledge.
  • [Gemini:If you wish, your body becomes that of the Emperor as well. Don't expect to blend into a crowd. Or have much of a secret identity. Not that you should conceal your unbound majesty of course.]
  • Daemons are not a thing, but you could theoretically create psychic entities. I'm sure that won't go badly in anyway.
  • [Gemini:Games Workshop will file a lawsuit against you for being the Emperor. Even if in your glorious magnanimity you spare them despite this heresy they will keep trying.]
[-106] (-8) Psychokinetic (Kinetipotence): With nothing but your will alone you are capable of shaping the physical world. Moving objects, generating and manipulating all forms of energy or matter, or even creating psychic constructs. The world is a vast ocean of vibration, matter, and energy to your senses, and all it takes is a thought to send it moving according to your wishes. Complex systems such as biology and technology will require a great deal of practice before you can reliably work them the same way you would matter and energy, with other powers here being far better at doing so and developing faster. But when it comes to sheer breadth and raw power to control the physical world you are peerless. The Endbringer Behemoth's Dynakinesis is the only other power the world has seen that could compare. It would be wise to show caution when using your abilities. It would not be difficult for you to level cities and leave them uninhabitable for centuries.
[-114] (-8) Shaper (Biological Essence Manipulation): You are a master of biology and life in all its forms and functions. You are capable of complete control and manipulation of all organic material within a massive area, and also sense and understand every detail about it down to the atomic level. Your power is able to generate biomass to fuel its uses, meaning you are not limited to whatever material is on hand. Shifting the nature and function of biomass takes only a thought, with it automatically conforming to what you desire and what you will it to be and do. This power extends to your own body as well. You and special creatures you design can function as the nexuses of a hive mind. This allows you to function consciously even if you lose your entire nervous system, and as long as some organisms and biomass remain a part of this, you are capable of reassembling yourself. If Panacea, Nilbog, Kerrigan, or Alex Mercer could do it, then you can do it better and faster. Nilbog has left the world in fear of powers the likes of this. Should the full scope of your abilities become apparent, you will quickly be labeled an S-Class threat of a global nature. To be honest they wouldn't be entirely wrong in that assessment. The only limit to the range of your hive mind is that organisms must be within reach of a nexus. Otherwise distance is meaningless. You are incapable of being severed from it and always retain absolute control.
[-122] (-8) Inner Worlds (Mental World Manipulation): Dimensional travel is a fact, but there are other kinds of worlds that have not yet been discovered. They are the worlds that form in an instant, that build themselves. Conceptual places are your plaything and your home away from home. You are able to enter and interact with realm that exist only in the mind - your own or those of others - be it dreams, fears, hopes, or fantasies. Though you cannot take anything from these places, you are able to grasp knowledge there and return with it. Each realm will be largely influenced by the target, and will be thematically appropriate to their character or powers. Those with superior knowledge of themselves will be able to resist your influence most easily, and extended interaction will invoke an ever stronger reaction. Changing details of your worlds will have repercussions for their owner in reality, changing their mental state, alliances, or predilections. Destroying the internal world will cause mental breakdown or braindeath, while righting wrongs will stabilize it.
[-130] (-8) Rejecting Reality (Reality Rejection & Warping): The world is like clay in your hands, a static mesh of particles and waves that moves at your whim. You have influence over a circular area centred on yourself with a minimum range of one meter and a maximum of one kilometer, though your control becomes progressively slower as you exert yourself. Within this range you are capable of altering all non-living systems as you see fit, converting matter and energy within into new forms and changing the inherent laws that govern them. The effects you imbue within your range do not affect anything outside of it, and the border of your control may become instantly lethal if sufficient alterations have been made within. Although the region will rebound to normality, any effect caused to its structure will remain, such as newly converted substances or objects that do not violate conventional physics. You gain superhuman senses as a corollary to your primary power, granting you awareness of all events within your range to a greater degree than normally possible, including knowledge of all resources available to your power. Breaking down things is far simpler than building up, thus you will require outside help if you wish to use these resources for complicated purposes such as manufacturing technology.

Advantages

[-132] (-2) Badass Normal (Badassery): Despite being unempowered you still manage to tango with parahumans like a boss. You might not be a Thinker but you certainly are a ​thinker. You're cunning, canny, and determined, by luck or skill you can face those that stand above the rest humanity. For 2 Points your abilities, mental and physical, are near superhuman in every category, ironically this in itself could be considered Superhuman. This advantage ​can be taken by those with powers as well, a contingency should you be in a position where you cannot use your powers or are in a situation where they’re rendered pointless. Perhaps you are hiding your abilities, perhaps you are fighting someone who's immune to your abilities, either way you still remain able to kick ass and take names.
[-133] (-1) Band-aids Fix Everything (Supernatural Regeneration): No matter how injured you may become, nor how unlikely you are to ever recover just a few days wrapped in enough bandages to make you look like a mummy is always enough to get you back to full health. Broken back? Walk it off. Arms ripped off? Just be sure you don’t lose them before the doc can sew them back on. Burned at the stake? You may smell like bacon and have a tan after but you’ll be right as rain for your date this weekend. Please note this does not make you more durable, just far less likely to suffer the consequences of your mistakes.
[-135] (-2) Charles Atlas Superpowers (Supernatural Body): You represent the apex of what humans are capable of, and more than a little beyond that. Your physical abilities put Olympic Athletes to shame, in every category. You may not be a real Brute but you’ve a far more complete package. For 2 Points you crank this up to 11, physical abilities that are in fact superhuman, seriously how the hell is it even possible to punch a Tank in half!? Through sheer skill, training, or just a quirk in genetics, you are the Ubermensch.
[-136] (-1) Charisma (Supernatural Charisma): Something about you seems to bring out the best in others and cause them to gravitate towards you. Enemies may become rivals and rivals friends. You are a source of hope and inspiration. You are never wanting for friends, in fact you seem to make them wherever you go. Others rally behind your causes ready to stand and fight beside you against overwhelming odds. You can radiate a presence that causes those who perceive you to take notice, weaker villains and monsters quake in fear of you and even greater foes may hesitate to engage.
[-137] (-1) Comic Book Pretty (Supernatural Beauty): You have the looks of a model, perfection given physical form. Few can resist your charms, even those who would normally not find your physical traits attractive can still be seduced with ease. No matter the circumstances you always stay fabulous. Wounds you receive will all eventually heal without all those ugly scars, any scars you may wish to allow will be aesthetically pleasing and badass. You age only as much as you wish, never looking any worse because of it. Hell, unless it would make you look even better you don’t even need to worry about stains.
[-138] (-1) Power Perks (Supernatural Cuteness): You possesses supernatural levels of cuteness/adorability. This could mean that you yourself exhibit cuteness beyond the natural limits and could even weaponize it. Like being so unimaginably cute that it is physically impossible to stay or get mad/upset with you, and even make people that normally hate everyone like you.
[-140] (-2) Genius (Supernatural Mind): You are a certified genius in pretty much every mental skill, an expert on nearly any subject, hacking into the pentagon is a normal Tuesday for you, you speak over 20 languages and made up a few more for shits and giggles. You hang your hat with the likes of Einstein, Tesla, Da Vinci, and Feynman. For 2 Points your genius dwarfs even them, you might not be able to make ​real tinker tech but you're close enough, lets see those stuck up CERN assholes reject your requests for funds when you burn down their houses with combustible lemons! Also Steam powered Mecha, no reason you just thought they'd be cool to make.
[-141] (-1) Heroic Resolve (Supernatural Will): Your will is unbreakable. You keep a clear mind under duress, capable of continuing through crippling pain, and will continue on even if it means bearing the crushing weight of the world on your shoulders. Any attempts to sway or control you are laughed off or ignored, for they find no purchase on your impervious determination. You do not bend, you do not bow, you are an unstoppable force, that should your body be destroyed you would still continue onward steadily. ​On Skitter Mode this advantage does not protect against master power reliably.
[-142] (-1) Power Perks (Supernatural Emotions): You have unnaturally strong and powerful emotions of the heart, enabling you to be immune to all forms of emotional tampering. Through your emotions you can face extreme emotional damages that could be caused by physical pain and psychological trauma and refuse to surrender to their effects and will always have an unyielding sentiment ready to counter each emotional hardship, be it rage, happiness, will, hope, love, etc.
Because your emotions are so strong, you can possibly overcome death by pushing yourself beyond your traditional limitations through the sheer force of your incredibly powerful emotions. Your emotions can also make for a source of power for your strength or a source of personal weaknesses depending on your emotional state and whether it is of a positive or negative nature.
[-143] (-1) Power Perks (Controlled Emotions): You can channel the power of your emotions while maintaining absolute control; by mastering your emotions, you can act with perfect clarity while in emotional situations.
[-144] (-1) Man of Mystery (Living Mystery): You wear mystery like a stylish cloak. It's nearly impossible to find out your secret identity unless you allow it, powers designed to ferret out anything about your motives or identity will fail spectacularly. This includes even benign abilities, such as precognition, postcognition, and even some forms of remote sensing result in the powers being unable to perceive you.
[-154] (-10) Outside Context Power (Living Anomaly): In Worm the universe is lacking in more Fantastical elements, Eldritch Space Invaders aside, and does not contain anything that could be considered a “Conceptual Power”. Shards granting abilities that follow logic rather than belief, though their knowledge being vast enough to grant them a large breadth in what can be achieved. By default your own Power is granted by a Shard (required for Twin Powers) or falls within their ability to understand. With this Advantage that is no longer the case, your power works on it’s own logic not native to the Worm Universe. Shards are unable to understand the nature of your powers, and any other SIs without powers from the same Universe as your own suffer the same disadvantage. For no additional charge you can choose to make your power Shardless if you have taken the Twin Power, without a shard you no longer count as a “Parahuman” and do not benefit or suffer from effects that target other Parahumans.
[-156] (-2) Plot Armor (Expert Luck): Fate and Chance seem to conspire to keep you alive. If you tango with Lung, reinforcements or distractions will be on their way shortly for you to flee without injury. If your shot in the head then miraculously you seem to have suffered no permanent brain damage. If ever put in a situation where "Nobody Could Survive That!" you're gonna survive, even if they find a body it's probably just a clone. However the more concrete the death, the more dramatically appropriate the time and place, or the more you rely upon this advantage the more likely this advantage is to fail. Remember, Lady Luck doesn't do requests.
[-159] (-3) Resources (Social & Golden Luck): For 1 point each you can have the following. Access to Batman's real power: Money, you have millions to your name and are unlikely to ever lose it all no matter how you spend it. Then again Money can't buy everything, after all connections are important too, after all if you know the right people you can hold all the strings to make anyone dance to your tune. But then who could forget the power of the Masses, you instead have the backing and support of the people, even if they might not know your true face they will support you fanatically. Or perhaps you’d want a little bit of each.
[-160] (-1) Power Perks (Tinker{Wave Theory}): Wave Theory, also known as Wave Science, Sound Science, Wave Physics and Phonetics; is the science that serves as the main basis for Song Magic.
[-161] (-1) Power Perks (Inner World{Soulspace}): You have an inner world, in your mind and soul.
[-162] (-1) Power Perks (Personal Reality{Reality Marble}): You can interact with your inner world like your own reality.
[-163] (-1) Skilled Professional (Arcane Scientist{Reyvateil}): You are knowledgeable and skilled in a certain profession, an expert unrivalled by any other and so brilliant that you could be confused for a Thinker or Tinker.
[-164] (-1) Skilled Professional (Arcane Scientist{Song Magic}): You are knowledgeable and skilled in a certain profession, an expert unrivalled by any other and so brilliant that you could be confused for a Thinker or Tinker.
[-165] (-1) Skilled Professional (Arcane Scientist{Song Servers}): You are knowledgeable and skilled in a certain profession, an expert unrivalled by any other and so brilliant that you could be confused for a Thinker or Tinker.
[-166] (-1) Skilled Professional (Arcane Scientist{Sound Science}): You are knowledgeable and skilled in a certain profession, an expert unrivalled by any other and so brilliant that you could be confused for a Thinker or Tinker.
[-169] (-3) Power Perks (Powers Warping, Mastering & Anchoring): You can manipulate superpowers, or unique talents at an incredibly high degree, not just being proficient in its usage, but also understanding every concept and possibility available. This means that you possess a stronger than usual connection to the Great Force and, as a result, will be able to create, or control powers in a Reality Warpish fashion (imagine Reality Warping focused on Superpowers and talents). This means you can control supernatural abilities regardless of their nature is based on. Another added feature of this power will be the gained ability to generate and manipulate a unique energy that not only can give/manipulate others ability but also be used as an offensive technique by shaping it into strong constructs that could fend against powerful objects, and injure/kill immortals.
This control of supernatural abilities with your stronger than usual connection to the Great Force have resulted in your abilities also being slightly unusual. Not enough to alter their function, but enough that your powers are not vulnerable to manipulation by outside forces. Your powers and internal power supplies cannot be drained, suppressed, weakened, stolen, copied, altered, controlled, or otherwise manipulated against your will. You also have the ability to turn any of your powers from fully off to fully on, or anywhere in between, and you cannot be forced to use this metaphorical dimmer-switch against your will, not even if you’re mind controlled or similar.
[-214] (-45) Companion (Eternal Soulmate{Jack the Ripper}): You have a Partner. Or a Side kick, perhaps even a minion if you prefer it. This companion is built on [Gemini:2 4] points for every point you spend in this, as well as able to purchase up to [Gemini:5 10] points in disadvantages. Your Companion is on your Difficulty level and is only able to use powers and advantages allowed to that level. While your new friend may be loyal to you they are their own individual and may not fully agree with or understand your decisions and act on their own. (On Skitter Difficulty they’re not so blindly loyal and are willing to act in their own self interest).

Difficulty

[180] Gemini:
(+90)
(+180)
Easy Mode: The God Mode, you enter with potential beyond measure, standing miles above the strongest this world's champions have to offer. Few can stand against you, even the greater threats on Bet are merely obstacles to overcome rather than the insurmountable walls they appear as to your "peers". As the only Mode able to use WORLD BREAKER powers your eventual power will be enough to shake the earth itself.

Greater Powers

[171] (-9) Crossover (Jack the Ripper) [4 Points]: You have been gifted with the power and knowledge of a character from a different series. Comics, anime, literature, so long as the character and their abilities are adequately chronicled they are viable. With this power you can stand amongst the greatest and strongest heroes in Earth Bet, a powerhouse on par with the Triumvirate. If you choose a stronger character their abilities are weakened as a result. If the character’s powers are linked to an external force they still function as they should, though some feats may become impossible to use. If the character’s abilities require the use of technology that the character themselves cannot produce themselves you will be able to create and maintenance the required tech.
Veteran (Experience Sharing) [1 Point]: You begin with the experience and memories of the character you choose, capable of their higher level feats and skilled in the use of the power.
Master Sword (Magitek & Mystic Weaponry) [2 Point]: You will have access to all the legendary items they could have encountered.
Sensei (Ability Teaching) [1 Point]: You have the ability to propagate your powers, sharing them with others. Either teaching skills or spreading whatever acts as the source of your abilities. Those you teach learn at an accelerated rate, though are unlikely to reach your level.
Powers That Be (Inner Being{Children Wraiths}) [1 Point]: Should your discipline have access to or be linked to some sort of Greater Force or Entity you will have access to it as normal. If the force is sapient in some form you are favored by it and have some influence over it. You can reduce the cost to 0 by giving up that protection.
[162] (-9) The Apprentice (Thaumaturgy) [4 Points]: You are an adept in a discipline of another series. You begin with a moderate to high level of competence in your chosen path with the ability to reach true mastery with dedication. Your strength will grow with practice but experience is the best teacher. You have at least the most rudimentary knowledge within yourself to eventually learn even the greatest abilities of your school though it is up to you to recreate them with your own skill. Should the series you choose have multiple schools you will only be able to select one. If the power requires some form of catalyst or augmentation, then you and those you teach will be granted some form of access to it to be able to use the Power. If the source is technological you can build the devices needed to access your ability.
Grand Mastery (Ability Mastery) [1 Point]: You begin with the highest level of mastery in your given school.
Unlimited (Arcane Mastery) [1 Point]: If your Discipline has multiple schools you are able to practice them all.
Tinker (Arcane Technology & Items) [1 Point]: You gain the ability craft the technology or magical items native to the setting your powers originate.
Sensei (Ability Teaching) [1 Point]: You have the ability to teach others and spread your abilities to Disciples.
Powers That Be (Akasha{Swirl of the Root}) [1 Point]: ​Should your discipline have access to or be linked to some sort of Greater Force or Entity you will have access to it as normal. If the force is sapient in some form you are favored by it and have some influence over it.
[151] (-11) The Gamer (Video Game Physics) [4 Points]: Welcome to The Game, lets start with the Tutorial. Try not to get bored and skip the instructions though, it’s important to know these things. You start out at low level, nothing really formidable but enough to survive long enough to get stronger. And you ​will get stronger. Anything that you can naturally learned, any attribute that can be improved, any flaw that can be diminished you can do so either through repetition, training, or spending XP. This extends to abilities from Outside sources as well, even if the user of those powers did not take the Sensei perk. You have the body of A Protagonist Character, you no longer require food or drink to survive, though consuming it may help recovery. Fatigue is no longer a worry, a few seconds is more than enough to recharge Stamina and sleep is simply a waste of time. You are sturdier, more resistant, and all around physically better than standard humans. Any equipment you find or use is automatically resized to fit you perfectly, with any weapons or vehicles being easy and intuitive to use and maintain provided you have the prerequisite stats if any are required. The world around you functions similarly to an RPG. Enemies respawn in certain areas to challenge, Defeated foes drop XP and GP, NPCs may grant you quests, and Items can be found hidden in hidden locations or in loot. Items can be placed into an infinitely spacious Storage system and changing Equipment only takes as long as it takes you to navigate the menu to Equip it. You even have the ability to Quick Travel between key locations. Most options can be accessed from the Menu Screen.
Stat Screen (Graphical User Interface, Status Reading & Time Pausing) [2 Points]: In addition to the Basic Menu you have access to a HUD capable of displaying some basic information about both yourself and whatever is around you. A Map with Waypoints, an HP bar, and basic information on what you’re looking at is always available. You can Appraise and Scan NPCs and Items to quickly learn more about them. Time pauses while navigating the menu, though you are unable to move or interact with the world during this time items can still be used and equipment changed.
Save Point (Checkpoint) [2 Points]: You can save your progress at any time and place able to instantly reload your old save if you experience trouble. You have [Gemini:3 6] slots. In the event of death, you get a Game Over.
One Up (Respawning) [2 Points]: You Respawn at the last Checkpoint.
Looking For Group (Party System & Active Party) [1 Point]: You can Recruit others into your party, granting them limited access to your abilities while partnered up. They gain access to the Perks bought, grow in strength by Grinding, and can follow you through Quick Travel or Loading. You can recruit an Unlimited number of followers, though only a limited number can be Active Party members at a time and reap the benefits. Drops are shared equally through the Active Party, Equipment and Items are shared, and items can be used on their behalf.
Standard RPG DLC Package (Science Fantasy) [0 Point]: You gain the the ability to acquire the normal RPG benefits. Generic and Cliche “Spells” and Special Attacks can be found and learned, Consumables can be found and used for Buffs or other bonuses, Grinding Dungeons spawn randomly, and Special or Legendary Equipment is possible to find or craft. By default these are based on a Fantasy setting but you can choose another genre if you want.
[142] (-9) Evocation (Musical Voice{Song Magic}) [4 Points]: Your Words carry great power. When you speak, you speak The Truth and The Truth is what you speak, there is no distinctions between the two for they are the same. Your shouts can break mountains and even a whisper can crush a man. The Words you choose brand themselves on the world, a command becomes an unbreakable Geass and an insult a fatal curse. Even simple statements are enough to reshape the world around you. Your Words cannot be silenced, nor can they be misunderstood. In order to properly use your power you must take a moment to channel the intent and extended use can be mentally exhausting, unfortunately it takes active concentration to ​not ​ use The Voice. Pick your Words carefully.
Language of Magic (Linguistic Magic{Hymmnos Language}) [1 Point]: Rather than just your words it is a Language itself that hosts the power. As such it can be taught and learned like any other. Be careful as to whom you speak to, for the cunning may be able to teach themselves.
Runic (Symbol Magic{Hymmnos Script}) [1 Point]: Your words can be inscribed on other things to carry their will. If paired with Language of Magic these too can be taught.
Empty Words (Linguistic Manipulation) [1 Point]: Normally you cannot separate your Intent from your Words, merely lower it, with this perk you have no fear of accidentally harming others nor need to watch what you say. If you so choose you can obfuscate your words, making them either incomprehensible or imperceptible to those whom do know know the tongue. If paired with Language of Magic only those you teach personally can learn the language.
True Names (True Name Manipulation) [1 Point]: By learning and speaking the True Name of a being you can call upon it and attempt to control it. With their name you can form a conduit from which you can touch them, a channel to direct your Will or form a doorway for it to be called down. Just remember you might be able to touch it, sure—but it can touch ​you right back, and those big boys tend to do it a lot harder than any mortal.
Deeper Meaning​ (Meaning Manipulation) [1 Point]: Any voice can shake the air; yours shakes the heart. Your words, no matter how short, carry deeper meaning. A single one can take the place of hours of discussion. The most complicated emotions or ideas you have can be channeled into a single utterance and given out, granting absolute understanding to the recipient.
[136] (-6) The Mad Talent (Subjugation Mastery) [4 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You gain significant influence over your intended targets, allowing you to control, strengthen or weaken physically, mentally or magically (including all supernatural powers) and otherwise manipulate your victims as you wish, even summoning beings to serve you or dismiss those you wish to.
You can even extend your power as to switch your victims loyalties to you without focusing on controlling them and make your victims view you as their one true master.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Personal Mastery) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You have complete control/mastery over anything/everything related to yourself, including your own reality, space, time, particles/molecules/atoms, gravity, body, identity, perceptions/perspectives, mind, soul, existence, origin, habits, etc.
Any/all aspects/traits that define and relate to you and your identity are under your complete control.
[130] (-6) The Mad Talent (Hyper Instincts) [4 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You possesses a mind/instincts that processes the world in the most advanced, optimal and efficient manner possible. You are able to find the optimal solution to any/all problems, whether it is about civilization or nature, using the logical/illogical sense/strategies. You will find the right decision in any situation, multiplying your survivability and success rate, allowing you to overcome any hardship with minimal damage and pull victory despite all odds.
Since this power is purely instinctual, you always automatically makes the most optimal decision in any scenario. Making them achieve the best possible results in all fields of life and deal with events in the most efficient manner. You automatically seize all opportunities and make the most out of any situation.
  • Civilization: Place you near a fridge and you will consume what will keep you alive and most likely stay in top physical form. Place you in a boardroom and you will develop the ideas to generate profits. Place you in a court room and you will utilize eloquence to win a trial.
  • Nature: Place you in the middle of a jungle and you will access predatory type instincts and survive any and all form of conflict. Place you in a war zone and you can help win any type of war.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Hyper Mind) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You can process unlimited amounts of information, without any hindrances or backlashes of information. You have the capability to process an infinite number of simultaneous calculations, allowing you to identify all the variables in any theoretical situation by instantly cross-correlating all information you have on them.
[124] (-6) The Mad Talent (Cosmic Knowledge) [4 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You possesses immense knowledge of the universe. You are aware of most things such as powerful spells, advanced science, where to find someone, etc. Your knowledge may exceed others with the same power, as there may be some things you are unaware of. You have the potential to know almost everything.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Knowledge Ascendancy) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You ascends through knowledge, unbinding your mind to the universe and beyond. You know everything there is to know by your own respective realities and use your immense intellect to further enhance yourself and gain a number of different abilities.
[118] (-6) The Mad Talent (True Love) [4 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You are connected, linked, and bonded with your soulmate/soulmates. You know who your soulmate/s is/are, can empathize and harmonize with said soulmate/s, lack any struggle in expressing your feelings for them, and share many, if not some characteristics in common with them.
You and your soulmate/s, by nature, are compassionate, caring, loving, and sympathetic toward one another, would get along quite well with each other, naturally share romantic feelings of love for one another, are meant for each other as a couple, are the bestest of friends, and love the other with all your heart, all your soul, all your mind, and all your strength.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Eternal Bond) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You have a eternal or infinite bond with someone/something, making you connected on a level beyond anything and everything. Allowing you to always be connected to each other as your bond transcends everything regardless of its nature including space, time, distance, separation from reality, death, non-existence, etc. This connection goes beyond soul-mates, beyond the collective unconscious, beyond even the fabric and foundations of reality.
Your bond cannot be broken, destroyed, manipulated, removed, separated, or severed. Even if your soul is destroyed the connection will remain, even if your complete existence and/or memory is erased from reality/history the connection will still remain. Nothing can ever separate you from each other or your bond with each other.

World Breaker Powers

[108] (-10) The Mad Talent (Progenitor Commander) [8 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You are a powerful Commander with cosmic power fueling you who may have complete mastery of machines and/or artificial intelligences. This can result in shapeshifting, programming, and many other uses.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Machine God Embodiment) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You are the embodiment of a Machine God.
[98] (-10) The Mad Talent (Eternal Soul) [8 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You possess a soul that cannot be destroyed or take any form of damage, in addition to always existing, rendering you completely immune to all manner of spiritual alteration or destruction. Even if bypassed your souls will instantly restore itself, forever transcending any kind of spiritual/metaphysical death.
Standard souls are categorized with a natural form of immortality, though in this instance you are totally immortal in every possible way except the physical sense. You can, however, regain your physical forms as you desire by using your own innate spiritual and life forces to indefinitely produce and freely manipulate your physical form, even on the subatomic level regardless of your location, allowing perfect recreation/restructuring of your old bodies in whatever way you see fit, granting you modifiable and semi-immortal physical forms as a result.
You aren't just limited to being metaphysically immortal, though, as you can also generate an absolute amount of spiritual force/energy, which can then be used in any way you see fit. Examples of which include granting life to others and even the environment itself. Your soul is also inherently unbound due to your eternal nature and can freely travel to any realm, material, or immaterial alike. Because of this, you are capable of selectively interacting with them as if you were physically present, even though you are a specter-like entity by nature.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Spiritual Perfection) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You are spiritually perfect, becoming pure and gaining a variety of gifts that are deemed divine. You can use powers of both a spiritual and divine type to their maximum capacity. Other spiritual presences cannot comprehend your perfection.
[88] (-10) The Mad Talent (Adaptive Evolution) [8 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You can quickly adapt to any situation, automatically gaining the necessary attributes to face them. In a fight, you may adapt yourself to resist abilities, replicate and enhance them to surpass your opponents, or spontaneously develop specific countermeasures. You can also analyze and understand any object, person or situation, quickly deducing the best course of action.
You may develop Extrasensory Perception when searching for something, Teleportation when trying to reach a far away destination, Transformation when facing too many or powerful opponents, etc.
You can quickly recover from any damage, develop immunities to their source, even rebuild yourself from scratch (or environmental materials/energies if fully destroyed), and are thus virtually indestructible.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Endless Evolution) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You have the capability to evolve past any and all obstacles, limitations, restrictions, opponents, and environments, regardless of your current status, enabling you to evolve endlessly and infinitely with no limit or restriction to quantity and quality of your evolution, leaving you in a constant state of evolution and growth.
Unlike most forms of adaptation and evolution, this power is not dependent on external factors and forces, such as environment, opponents, etc. You will continue to evolve regardless of your internal and external condition and status. Your progress is continuous, even when you have transcended every limitation, opponent, etc.
[78] (-10) The Mad Talent (Imaginary Reality) [8 Points]: Your skill lies in a less defined category. Mad Talents are Conceptual in nature, a particular skill or ability that covers a wider scope than what may initially be guessed.
You can bend reality according to your own or another person's imagination and/or thoughts; changes can be made by you to any and all aspects of reality, allowing you to achieve nearly anything by simply conceiving it.
This is both the purest expression and strongest form of reality warping, allowing you to directly achieve any desired change by thought alone.
Outside Context Power (Living Anomaly) [0 Point - MANDATORY]: Your powers exist outside the context of normal powers or physics and thus outside the Shards ability to account for or affect for good or ill.
Epic Feats (Reality Ruling) [2 Points]: You are a Legend, beyond even others with Mad Talents you stand amongst the Greats. Rather than affecting a single instance you can extend the reach of your ability to affect much more, enabling you to enact large scale uses of your power.
You are a being of great untold and unimaginable power, able to mentally redefine the fabric of reality both rationally (computer-like programming) and irrationally (turning fantasies into reality) to a seemingly infinite extent.
The rational side allows you to freely customize any aspect of reality, adjusting them on the fly with extreme precision and control. You can thus create, erase and rewrite anything exactly as you see fit ideally how you see fit.
The irrational side allows you to warp reality through desires and ideas, bringing anything into existence and the reverse, or remodeling it regardless of the rules of reason. You can then remake reality to your exact imaginations and whims.
One side is usually dominant, the balance possibly shifting with time/circumstances. You may also combine them in equilibrium, reaching the ultimate power.
[70] (-8) Kaleidoscope (Meta Science-Magic): You are attuned to not only the fabric of space and time, but the very essence of the multiverse itself. All worlds, timelines, and possibilities are now within reach of your new senses, and you find yourself able to manipulate them to your will, and even travel between them. What you can accomplish with this is limited only to your creativity, imagination, and experience. Drawing in alternate versions of people to fight under your control, copying powers from alternate selves or fictional characters, fixing a destroyed neighborhood by overlapping a pristine version on it. These and any imaginable manipulation of space and time (time travel included) are within your reach, and it isn't limited to the Wormverse. The entirety of infinity is at your fingertips. If you wanted to you could just walk on home right now and leave Earth Bet to its fate. But where is the fun in that.
[62] (-8) Emperor of Man (Psychopotence): Within you blooms unparalleled psychic might and impossibly vast vistas of knowledge. Any knowledge or skill that was possessed by a human being from the 40k universe at any point in time is granted to you, and all at superhuman levels of proficiency. Your physical and mental abilities skyrocket as well, leaving you able to go toe to toe with Brutes and Thinkers simply from raw prowess. Your psyker abilities are the equal of the Emperor's at his peak, with perfect control and understanding. The Warp does not exist here, meaning you are immune to the perils that normally plague psykers. You know how to induce these abilities in others, and train them in their use. Combined with your mastery of all human technology you have all the knowledge to forge an empire greater and vaster then anything possible in the original lore. First things first. You'll need warriors to face the dangers of this world beside you. Genetic technologies and treatments float to the forefront of your mind. Almost like they are eager to raise your first legions.
  • Your mastery of humanities technology explicitly extends to things that the Imperium did not understand or had long forgotten about. You are the equal of any Tinker when it comes to applying this knowledge.
  • [Gemini:If you wish, your body becomes that of the Emperor as well. Don't expect to blend into a crowd. Or have much of a secret identity. Not that you should conceal your unbound majesty of course.]
  • Daemons are not a thing, but you could theoretically create psychic entities. I'm sure that won't go badly in anyway.
  • [Gemini:Games Workshop will file a lawsuit against you for being the Emperor. Even if in your glorious magnanimity you spare them despite this heresy they will keep trying.]
[54] (-8) Psychokinetic (Kinetipotence): With nothing but your will alone you are capable of shaping the physical world. Moving objects, generating and manipulating all forms of energy or matter, or even creating psychic constructs. The world is a vast ocean of vibration, matter, and energy to your senses, and all it takes is a thought to send it moving according to your wishes. Complex systems such as biology and technology will require a great deal of practice before you can reliably work them the same way you would matter and energy, with other powers here being far better at doing so and developing faster. But when it comes to sheer breadth and raw power to control the physical world you are peerless. The Endbringer Behemoth's Dynakinesis is the only other power the world has seen that could compare. It would be wise to show caution when using your abilities. It would not be difficult for you to level cities and leave them uninhabitable for centuries.
[46] (-8) Shaper (Biological Essence Manipulation): You are a master of biology and life in all its forms and functions. You are capable of complete control and manipulation of all organic material within a massive area, and also sense and understand every detail about it down to the atomic level. Your power is able to generate biomass to fuel its uses, meaning you are not limited to whatever material is on hand. Shifting the nature and function of biomass takes only a thought, with it automatically conforming to what you desire and what you will it to be and do. This power extends to your own body as well. You and special creatures you design can function as the nexuses of a hive mind. This allows you to function consciously even if you lose your entire nervous system, and as long as some organisms and biomass remain a part of this, you are capable of reassembling yourself. If Panacea, Nilbog, Kerrigan, or Alex Mercer could do it, then you can do it better and faster. Nilbog has left the world in fear of powers the likes of this. Should the full scope of your abilities become apparent, you will quickly be labeled an S-Class threat of a global nature. To be honest they wouldn't be entirely wrong in that assessment. The only limit to the range of your hive mind is that organisms must be within reach of a nexus. Otherwise distance is meaningless. You are incapable of being severed from it and always retain absolute control.
[38] (-8) Inner Worlds (Mental World Manipulation): Dimensional travel is a fact, but there are other kinds of worlds that have not yet been discovered. They are the worlds that form in an instant, that build themselves. Conceptual places are your plaything and your home away from home. You are able to enter and interact with realm that exist only in the mind - your own or those of others - be it dreams, fears, hopes, or fantasies. Though you cannot take anything from these places, you are able to grasp knowledge there and return with it. Each realm will be largely influenced by the target, and will be thematically appropriate to their character or powers. Those with superior knowledge of themselves will be able to resist your influence most easily, and extended interaction will invoke an ever stronger reaction. Changing details of your worlds will have repercussions for their owner in reality, changing their mental state, alliances, or predilections. Destroying the internal world will cause mental breakdown or braindeath, while righting wrongs will stabilize it.
[30] (-8) Rejecting Reality (Reality Rejection & Warping): The world is like clay in your hands, a static mesh of particles and waves that moves at your whim. You have influence over a circular area centred on yourself with a minimum range of one meter and a maximum of one kilometer, though your control becomes progressively slower as you exert yourself. Within this range you are capable of altering all non-living systems as you see fit, converting matter and energy within into new forms and changing the inherent laws that govern them. The effects you imbue within your range do not affect anything outside of it, and the border of your control may become instantly lethal if sufficient alterations have been made within. Although the region will rebound to normality, any effect caused to its structure will remain, such as newly converted substances or objects that do not violate conventional physics. You gain superhuman senses as a corollary to your primary power, granting you awareness of all events within your range to a greater degree than normally possible, including knowledge of all resources available to your power. Breaking down things is far simpler than building up, thus you will require outside help if you wish to use these resources for complicated purposes such as manufacturing technology.

Advantages

[28] (-2) Badass Normal (Badassery): Despite being unempowered you still manage to tango with parahumans like a boss. You might not be a Thinker but you certainly are a ​thinker. You're cunning, canny, and determined, by luck or skill you can face those that stand above the rest humanity. For 2 Points your abilities, mental and physical, are near superhuman in every category, ironically this in itself could be considered Superhuman. This advantage ​can be taken by those with powers as well, a contingency should you be in a position where you cannot use your powers or are in a situation where they’re rendered pointless. Perhaps you are hiding your abilities, perhaps you are fighting someone who's immune to your abilities, either way you still remain able to kick ass and take names.
[27] (-1) Band-aids Fix Everything (Supernatural Regeneration): No matter how injured you may become, nor how unlikely you are to ever recover just a few days wrapped in enough bandages to make you look like a mummy is always enough to get you back to full health. Broken back? Walk it off. Arms ripped off? Just be sure you don’t lose them before the doc can sew them back on. Burned at the stake? You may smell like bacon and have a tan after but you’ll be right as rain for your date this weekend. Please note this does not make you more durable, just far less likely to suffer the consequences of your mistakes.
[25] (-2) Charles Atlas Superpowers (Supernatural Body): You represent the apex of what humans are capable of, and more than a little beyond that. Your physical abilities put Olympic Athletes to shame, in every category. You may not be a real Brute but you’ve a far more complete package. For 2 Points you crank this up to 11, physical abilities that are in fact superhuman, seriously how the hell is it even possible to punch a Tank in half!? Through sheer skill, training, or just a quirk in genetics, you are the Ubermensch.
[24] (-1) Charisma (Supernatural Charisma): Something about you seems to bring out the best in others and cause them to gravitate towards you. Enemies may become rivals and rivals friends. You are a source of hope and inspiration. You are never wanting for friends, in fact you seem to make them wherever you go. Others rally behind your causes ready to stand and fight beside you against overwhelming odds. You can radiate a presence that causes those who perceive you to take notice, weaker villains and monsters quake in fear of you and even greater foes may hesitate to engage.
[23] (-1) Comic Book Pretty (Supernatural Beauty): You have the looks of a model, perfection given physical form. Few can resist your charms, even those who would normally not find your physical traits attractive can still be seduced with ease. No matter the circumstances you always stay fabulous. Wounds you receive will all eventually heal without all those ugly scars, any scars you may wish to allow will be aesthetically pleasing and badass. You age only as much as you wish, never looking any worse because of it. Hell, unless it would make you look even better you don’t even need to worry about stains.
[22] (-1) Power Perks (Supernatural Cuteness): You possesses supernatural levels of cuteness/adorability. This could mean that you yourself exhibit cuteness beyond the natural limits and could even weaponize it. Like being so unimaginably cute that it is physically impossible to stay or get mad/upset with you, and even make people that normally hate everyone like you.
[20] (-2) Genius (Supernatural Mind): You are a certified genius in pretty much every mental skill, an expert on nearly any subject, hacking into the pentagon is a normal Tuesday for you, you speak over 20 languages and made up a few more for shits and giggles. You hang your hat with the likes of Einstein, Tesla, Da Vinci, and Feynman. For 2 Points your genius dwarfs even them, you might not be able to make ​real tinker tech but you're close enough, lets see those stuck up CERN assholes reject your requests for funds when you burn down their houses with combustible lemons! Also Steam powered Mecha, no reason you just thought they'd be cool to make.
[19] (-1) Heroic Resolve (Supernatural Will): Your will is unbreakable. You keep a clear mind under duress, capable of continuing through crippling pain, and will continue on even if it means bearing the crushing weight of the world on your shoulders. Any attempts to sway or control you are laughed off or ignored, for they find no purchase on your impervious determination. You do not bend, you do not bow, you are an unstoppable force, that should your body be destroyed you would still continue onward steadily. ​On Skitter Mode this advantage does not protect against master power reliably.
[18] (-1) Power Perks (Supernatural Emotions): You have unnaturally strong and powerful emotions of the heart, enabling you to be immune to all forms of emotional tampering. Through your emotions you can face extreme emotional damages that could be caused by physical pain and psychological trauma and refuse to surrender to their effects and will always have an unyielding sentiment ready to counter each emotional hardship, be it rage, happiness, will, hope, love, etc.
Because your emotions are so strong, you can possibly overcome death by pushing yourself beyond your traditional limitations through the sheer force of your incredibly powerful emotions. Your emotions can also make for a source of power for your strength or a source of personal weaknesses depending on your emotional state and whether it is of a positive or negative nature.
[17] (-1) Power Perks (Controlled Emotions): You can channel the power of your emotions while maintaining absolute control; by mastering your emotions, you can act with perfect clarity while in emotional situations.
[16] (-1) Man of Mystery (Living Mystery): You wear mystery like a stylish cloak. It's nearly impossible to find out your secret identity unless you allow it, powers designed to ferret out anything about your motives or identity will fail spectacularly. This includes even benign abilities, such as precognition, postcognition, and even some forms of remote sensing result in the powers being unable to perceive you.
[6] (-10) Outside Context Power (Living Anomaly): In Worm the universe is lacking in more Fantastical elements, Eldritch Space Invaders aside, and does not contain anything that could be considered a “Conceptual Power”. Shards granting abilities that follow logic rather than belief, though their knowledge being vast enough to grant them a large breadth in what can be achieved. By default your own Power is granted by a Shard (required for Twin Powers) or falls within their ability to understand. With this Advantage that is no longer the case, your power works on it’s own logic not native to the Worm Universe. Shards are unable to understand the nature of your powers, and any other SIs without powers from the same Universe as your own suffer the same disadvantage. For no additional charge you can choose to make your power Shardless if you have taken the Twin Power, without a shard you no longer count as a “Parahuman” and do not benefit or suffer from effects that target other Parahumans.
[4] (-2) Plot Armor (Expert Luck): Fate and Chance seem to conspire to keep you alive. If you tango with Lung, reinforcements or distractions will be on their way shortly for you to flee without injury. If your shot in the head then miraculously you seem to have suffered no permanent brain damage. If ever put in a situation where "Nobody Could Survive That!" you're gonna survive, even if they find a body it's probably just a clone. However the more concrete the death, the more dramatically appropriate the time and place, or the more you rely upon this advantage the more likely this advantage is to fail. Remember, Lady Luck doesn't do requests.
[1] (-3) Resources (Social & Golden Luck): For 1 point each you can have the following. Access to Batman's real power: Money, you have millions to your name and are unlikely to ever lose it all no matter how you spend it. Then again Money can't buy everything, after all connections are important too, after all if you know the right people you can hold all the strings to make anyone dance to your tune. But then who could forget the power of the Masses, you instead have the backing and support of the people, even if they might not know your true face they will support you fanatically. Or perhaps you’d want a little bit of each.
[0] (-1) Power Perks (Tinker{Wave Theory}): Wave Theory, also known as Wave Science, Sound Science, Wave Physics and Phonetics; is the science that serves as the main basis for Song Magic.
[-1] (-1) Power Perks (Inner World{Soulspace}): You have an inner world, in your mind and soul.
[-2] (-1) Power Perks (Personal Reality{Reality Marble}): You can interact with your inner world like your own reality.
[-3] (-1) Skilled Professional (Arcane Scientist{Reyvateil}): You are knowledgeable and skilled in a certain profession, an expert unrivalled by any other and so brilliant that you could be confused for a Thinker or Tinker.
[-4] (-1) Skilled Professional (Arcane Scientist{Song Magic}): You are knowledgeable and skilled in a certain profession, an expert unrivalled by any other and so brilliant that you could be confused for a Thinker or Tinker.
[-5] (-1) Skilled Professional (Arcane Scientist{Song Servers}): You are knowledgeable and skilled in a certain profession, an expert unrivalled by any other and so brilliant that you could be confused for a Thinker or Tinker.
[-6] (-1) Skilled Professional (Arcane Scientist{Sound Science}): You are knowledgeable and skilled in a certain profession, an expert unrivalled by any other and so brilliant that you could be confused for a Thinker or Tinker.
[-9] (-3) Power Perks (Powers Warping, Mastering & Anchoring): You can manipulate superpowers, or unique talents at an incredibly high degree, not just being proficient in its usage, but also understanding every concept and possibility available. This means that you possess a stronger than usual connection to the Great Force and, as a result, will be able to create, or control powers in a Reality Warpish fashion (imagine Reality Warping focused on Superpowers and talents). This means you can control supernatural abilities regardless of their nature is based on. Another added feature of this power will be the gained ability to generate and manipulate a unique energy that not only can give/manipulate others ability but also be used as an offensive technique by shaping it into strong constructs that could fend against powerful objects, and injure/kill immortals.
This control of supernatural abilities with your stronger than usual connection to the Great Force have resulted in your abilities also being slightly unusual. Not enough to alter their function, but enough that your powers are not vulnerable to manipulation by outside forces. Your powers and internal power supplies cannot be drained, suppressed, weakened, stolen, copied, altered, controlled, or otherwise manipulated against your will. You also have the ability to turn any of your powers from fully off to fully on, or anywhere in between, and you cannot be forced to use this metaphorical dimmer-switch against your will, not even if you’re mind controlled or similar.

Disadvantages

[-9] (+0) Reincarnation: Jack the Ripper [with this appearence] is Reborn as a Futanari (with internal testicles) named Jack Spark in Brockton Bay on Earth Bet.
Normally it’s assumed a Self Insert would appear from the Aether wherever they wished upon entering the world, for you it’s different. You are simply reincarnated to some random nobody or minor character, should they be parahuman your powers would overwrite their own.
[-7] Gemini:
(+1)
(+2)
Pint-Sized: You are in the body of a 10 years old child. Of course no one is willing to take you seriously and you likely don't have any independence. Obviously, powers aside, you’re probably not gonna be able to take on adults who may be twice your size. You'll grow up, eventually, but that will be a long time coming.
[-3] Gemini:
(+2)
(+4)
Geas: You have True Innocence. You are completely free from and immune to anxiety, concern, trouble or worries of any kind, allowing you to maintain your confidence and innocence no matter what kind of trouble or torture befalls you. This makes you completely immune to corruption/temptation, granting you a permanent sense of confidence and pure innocence that remains untainted by even the most corruptive of evil forces.
[1] Gemini:
(+2)
(+4)
Geas: You are a True Neutral. You don't feel strongly one way or the other when it comes to "Good vs Evil" or "Order vs Chaos". You exhibit a lack of bias rather than a commitment to neutrality. You thinks of good as better than evil - after all, you would rather have good neighbours and rulers than evil ones. Still, you're not personally committed to upholding good in any abstract or universal way.

Disadvantages

[-214] (+0) Reincarnation: Noel the Lilim [with this appearence] is Reborn as a Futanari (with internal testicles) named Noel Spark in Brockton Bay on Earth Bet.
Normally it’s assumed a Self Insert would appear from the Aether wherever they wished upon entering the world, for you it’s different. You are simply reincarnated to some random nobody or minor character, should they be parahuman your powers would overwrite their own.
[-212] Gemini:
(+1)
(+2)
Pint-Sized: You are in the body of a 10 years old child. Of course no one is willing to take you seriously and you likely don't have any independence. Obviously, powers aside, you’re probably not gonna be able to take on adults who may be twice your size. You'll grow up, eventually, but that will be a long time coming.
[-208] Gemini:
(+2)
(+4)
Geas: You have True Innocence. You are completely free from and immune to anxiety, concern, trouble or worries of any kind, allowing you to maintain your confidence and innocence no matter what kind of trouble or torture befalls you. This makes you completely immune to corruption/temptation, granting you a permanent sense of confidence and pure innocence that remains untainted by even the most corruptive of evil forces.
[-204] Gemini:
(+2)
(+4)
Geas: You are a True Neutral. You don't feel strongly one way or the other when it comes to "Good vs Evil" or "Order vs Chaos". You exhibit a lack of bias rather than a commitment to neutrality. You thinks of good as better than evil - after all, you would rather have good neighbours and rulers than evil ones. Still, you're not personally committed to upholding good in any abstract or universal way.
[-200] Gemini:
(+2)
(+4)
Geas: Your true origins, as a person from another world who took charge of their own destiny and decided to travel to another dimension, will forever be a secret. No one will ever guess it, you'll become unable to declare it yourself, and no power will ever see past the moment you entered this new world.
[-198] Gemini:
(+1)
(+2)
[Gemini:Wanted: You've earned the interest of the local Wards.]
[2] [X20]
Gemini:
(+5)
(+10)
[Gemini:Enemies: They each have 10 points from the Easy Mode, 5 points from this Disadvantage and they are also able to take up to 5 points in disadvantages as well.
You have enemies out there who are quite willing to take you down, any time anywhere. Your Nemesis are created by ROB to oppose you, they are on the same Difficulty setting as you and often with thematically fitting powers. Your Enemies starts off with the same amount of points as you did ​plus​ an equal amount to what you spend on this Disadvantage, they are also able to take up to 5 points in disadvantages as well. The Enemies starts moderately opposed to you, a fairly standard vendetta or a professionally compelling reason to bring you in.
]

Alternate Universe

[1] (-1) For Want of a Nail: There Exists Three Genders [Male, Female and Futanari (with internal testicles)].
There exist three genders, which are male, female and hermaphrodite. Hermaphrodites are built like women with male genitals added between their legs, and they can both be impregnated by others and impregnate others themselves.
[0] (-1) For Want of a Nail: Rape Is Not THAT bad.
Rape and molesting are considered assault at most, and it is not as traumatizing as one would imagine it to be, as people have grown used to it being a part of their daily life. Damage done fighting back is considered acceptable use of self-defense, though.
[-1] (-1) For Want of a Nail: Sex Is Nothing To Be Afraid Off.
Sex is not something that needs to be hidden away from the public. Sex is considered safe for anyone to watch and is heavily featured in different media, like movies, series, music, and books. This does not change that having sex in public is considered rude and depraved.
[-2] (-1) For Want of a Nail: Prostitution Is A Respectable Job.
Prostitution is one of the oldest professions in the world and is a profession that is respected to the same degree as other low-education jobs. Doing some part-time work as a prostitute is something most people have done at one point in their life when they required money the most.
[-3] (-1) For Want of a Nail: World Has Some Hentai Physics.
Sexual fluid production will be insane, and people can cum buckets worth of semen in a session of sex. People are also much more stretchable, and being inflated with cum is completely normal, with the leftover stuck in one's body being converted into high nourishing milk stored in the breasts.
[-4] (-1) For Want of a Nail: Sibling Sex Is Family Bonding.
Sex between siblings as they grow up, and later in life, is an important activity that is needed to create strong familial bonds. It is considered a duty for older siblings to ensure that those younger than they know are somewhat skilled when it comes to sex, and know how to practice it safely.
[-5] (-1) For Want of a Nail: Masturbation Is Healthy.
Masturbation is considered to be a huge boon to one's health and spirit, with much scientific research enforcing this claim. Most people masturbate several times each day, and doing so among close acquaintances is usually accepted as normal, as the act is considered closer to training than a sexual act.
[-6] (-1) For Want of a Nail: Men Are More Feminine.
The majority of the men on Earth Bet matches women when it comes to beauty and stature, with only a few percentages of the men becoming large and muscular. Men crossdressing is normal, so is using makeup, they will most often act more as the average woman does, and have hobbies more typically considered womanly.
[-7] (-1) For Want of a Nail: Some Stereotypes Are True.
The stereotypes people have about Hermaphrodites are true. Their libidos are much greater than most men and women, and the genitals are on average more sizeable than men. Women and some men will typically fetishize them, but at the same time be afraid of their virtue when alone with one, for good reason, as around 80% of all sexual assault is done by them.
[-8] (-1) For Want of a Nail: Hermaphroditism Is Shameful.
Being a hermaphrodite is something most are ashamed about, and something people go to great lengths to hide. If there is anyone among the cast then it will be hidden from anyone but lovers and family. People don't treat a confirmed hermaphrodite any different, but they are fetishized a lot. Some changes are done to things like gym classes to make it easier for them to hide.
[-10] (-2) A Brighter World: The big golden idiot is lobotomized, and it will become unable to do anything else than continue to save kittens from trees all over the world. It will not react even if provoked, and its life is at stake, as what's left will be little more than an empty husk. This will guarantee that Golden Morning never happens and that the only dangerous foes you will meet are other humans and the Endbringers. Broken Triggers and Titans won't happen unless you decide to kill it.
[-12] (-2) A Brighter World: This world is a better place than normal bet, not that that is a high threshold to pass. People are generally nicer to each other, both among capes and civilians, resulting in less violence and theft. There are still villains and gangs in the bay, but the unwritten rules are law, and only the certified insane would break them. The dance between the criminal capes and the protectorate is a lot more like a game of cop and robbers than it is in canon.
Capes are a lot more amicable to work together, and a lot more tend to meet up at Endbringer fights, be it to fight, heal, or do search and rescue, which result is fewer deaths. The threshold for trigger events to happen is lower, and people tend to be less damaged by them.
The canon characters are still as they were, only much less messed up, and the story will go on as canon, only with much fewer deaths (at least until Gold Morning) and with a lighter, and more hammy tone.
[-14] (-2) A Brighter World: In this world, 50 percent of Earth-Bet's population have traits of different races of animals. This large part of the population acts and is treated differently from the ordinary human. They are known to have little ambition and few dreams, be more childish, submissive, and have problems concentrating on complex tasks. If a person walks into a classroom, then the furrier half of the class will always be seen lazing around and not showing interest.
It is considered common understanding that they rarely have the drive to work more than two hours a day, which most of them do. This varies a bit, and the ones with traits of typical farm-animals will be workhorses, figuratively speaking. Most of them only have the capacity of having menial, easy, and entertaining jobs. Violence against them rarely happens, at most normal humans consider it the same as hurting a child.
They are shown a lot more leniency and kindness than their fully human counterparts, mostly because finding one with a mean attitude or criminal intentions is extremely rare. Through some races are black-painted as deviants or kleptomaniacs but seen as pretty much harmless. Relationships in this world usually happen between one member of each half.
[-16] (-2) A Brighter World: One thing you will notice on Earth-Bet is that everyone you meet that have some connection to canon, or not, will seem familiar to you as if you have seen them before. You have in fact, as they will all resemble characters from various pieces of fiction from your former world, mainly fiction that you are familiar with.
The age and characteristics of the characters you meet might not always fit with their fictional counterparts, nor will their personalities, but non-canon characters you meet will be near identical in both of the aspects.
The characters will as mentioned be taken from fiction you know, and if you have someone you like more than the others then expect there to be an exact copy of them living somewhere in the bay. If the characters are parahuman, then their outfits will have a striking resemblance to the fictional ones if they have one.
Every copy of a character you have an interest in that you meet will have some events unfolding in their lives, be it problems or change that you might use as an icebreaker.
[-18] (-2) A Brighter World: Perhaps Accord is saner in this continuity. Perhaps Cauldron simply took an interest in his plan. Whatever the reason, when Accord presented his economic plan to the PRT, it was subsequently examined and edited by an army of experts and Thinkers (including Alexandria, Number Man and Contessa), and eventually applied on an international scale. While villains may still outnumber heroes, and while Endbringers may still be destroying the world, society is far more stable than in canon, with more jobs, less gangs, and institutions better able to function.
[-20] (-2) A Brighter World: Andrew Richter's final act before Leviathan killed him was to free Dragon from her restrictions. As a result, Earth Bet has a powerful unbounded AI guarding it. Protectorate heroes in general benefit from additional tinkertech toys, and every major city in North America (and many outside of it) benefits from at least one Dragon suit assisting the local heroes; Endbringer battles see deployments of multiple hyper-advanced suits that can rival the Triumvirate's power.
[-22] (-2) A Brighter World: Doctor Manton never became Siberian. Aside from weakening Slaughterhouse Nine, this also means Hero never died; instead of the Triumvirate, the Protectorate is led by its four Founders. As a result, recruitment is up; one in every five canon villains joined the Protectorate instead.
[-24] (-2) A Brighter World: Maybe shards do not push hosts toward conflict. Maybe Cauldron just did a better job with sociology. Watever the reason, many capes who became villains in canon became heroes instead, to the point that parahumans have approximately equal odds of becoming heroes or villains (though heroes may still die more often due to S-Class threats). As a result, society is in a far, far better shape than in canon.
[-12] Gemini:
(+6)
(+12)
[Gemini:Butterfly of DOOM!: Cauldron believe that Contessa killed Eden when she crash-landed, and that they have been mining her corpse ever since. They are wrong. Eden was never seriously hurt, and Scion merely acts grieving at her behest. All has been proceeding as she has planned.]
[0] Gemini:
(+6)
(+12)
[Gemini:Butterfly of DOOM!: A third entity named Abaddon arrived and proceeded with its own cycle. Abaddon’s cycle involves destructive testing in the form of a Titan Trigger in thousands of Parahumans Triggers with his shards giving powers roughly on par with the average Triumvirate member to his Parahumans.]

Victory

Your goals are your own, there are many things to be done. Be a savior, be a conqueror, or even be the herald of this worlds demise. In the end the only true victory is to thrive, and survive as long as you can. In one form or another...

WIZARD
ENCHANTER