Civilization CYOA
Rather than selecting an individual and their gifts and tribulations, select an entire species and their trials!
Species:
[ ]
Tekket. A ferret-like race with an unhealthy love of nuclear power. Possibly ferrets that were left on their own when the Age of Strife began, given the amount of scrap on their planet. After the primate Destroyers arrived and nearly destroyed their civilization, they reformed into the Directorate, a Star Trek-esque civilization.
Benefits:
Bloks. Their technology is made of what are best-described as a mix of Legos/Duplos and internals deliberately designed for interchangeability. The parts in a tank and a car can easily be swapped, or a microwave and a fan, or a gun and a reactor, and any combination therein. This allows for swift Macguyvering of just about anything from just about anything. This also means that cannibalizing a bunch of broken items to make fewer whole ones is remarkably efficient.
Lifeforce Rites. Having been saved from the Destroyers by the God-Machines, the Tekket have acquired Lifeforce technology from them, which has jumpstarted their mystical tradition, and have a rich culture, both in the religious and artistic scenes. With Lifeforce technology backing them, they have been able to empower their gods to the point of drawing on weak Rites. They're almost parlor tricks, but the fact that such a young, psychically immature race is able to call on their gods at all is a credit to the insane potency of 'throw small portions of the Lifeforce of thousands of Tekket and specially bred animals at it on a regular basis' as a booster for psychic traditions. Planet Quality on their homeworld and all colonies will gradually rise over time.
I Love Nuclear Power. The Tekket are obsessed with nuclear power. They have elemetary students doing practical experiments with nuclear materials, and particle colliders are a standard feature of higher institutes. They developed a hybrid of plutonium and living metal that causes their nukes to continually explode for over an hour. They have a section of an amusement park devoted to nuclear phenomena. Their energy shielding, Lifeforce-enabled healthcare, and a not insignificant amount of simple natural selection, as nuclear devices were used heavily in the Destroyer War, both via Destroyer sabotage and as one of the few reliable means of harming the Destroyers, are the main reasons this isn't more of a problem.
Budding Pantheon. Spirits of both the urban areas and natural ones, Machine Spirits and arboreal guardian spirits in the form of immortal trees at every shrine. Spirits of the currents, weather, gems, ships, cities, and even the crypts are worshipped by some, viewed as partners by others, being liminal beings that exist not quite in the Warp and not quite in the Materium. Then there are the God-Machines that saved the Tekket. They have a significant following, one for each of the three active ones, who work to grant them their favored type of Lifeforce meal, be it gorging oneself, flavored with specific memories and sensations, or what have you, in return for their knowledge and expertise. The old pantheon from before the Destroyers is also seeing a revival, as the Lifeforce Rites are enough to allow their Rites to also be practiced, though an argument could be made that actualization is occurring as their rites are deciphered as well. The Toymaker, guardian of children, the Lanternkeeper, the stereotypical bringer of illumination to push back the darkness, the Old One, the piscine scholar who focuses on empowering the Rites of others more than on himself, the Celestial Bureaucrat, who organizes the others, and so on. There are also those who believe that the material world is unprepared for the god they follow, and so they must work to construct it's body, and those who believe they must construct the god itself, having, respectively, worked to form a machine intelligence of impossible potency to serve as a vessel and formed servitor-demigods to forge the god, building the tools to build their god.
Hobgrots. A freed Gretchin(as a grot, the Twin Gods didn't fight very hard to keep him), now orange in coloration, has given rise to a huge number of Hobgrots, via a combination of music, Lifeforce Rites, combat to empower their Waagh! Field derivative, the Waagh Spirits, and a specialized chemical stimulant. They are undeniably still
similar to normal Orkoids, having a taste for music, street art, animal wrangling/husbandry, and kart racing, but express it in a manner more conducive to coexistence. That being said, they still enjoy fighting, and to give them a healthy outlet and empower their Waagh Spirits, an enormous battle stadium was constructed where the Hobgrots can fight endless waves of automatons, which are swiftly repaired and sent back out.
Frontier Towns. The Destroyers have left an indelible mark on the Tekket psyche, making them eager to spread out so they can't be killed off all at once. They have made several colonies in their system, and have recently struck out to form colonies beyond it. They are also perfectly fine with forming townships in space, with significant research having gone into granting them a degree of self-sufficiency, and some of them growing quite large as a result. The largest is the city between Teklia and it's moon, which has it's own amusement park, which is almost a city unto itself. Colonizing space is something they are culturally well-suited for, in other words.
Drawbacks:
You live in 40K. A Warp Storm already spat out an Imperial task force complete with Astartes that nearly destroyed you once before, and your Warp Drives are crude enough that you need to use religious talismans to compensate for the Warp incursions. It is also unclear from a meta-perspective whether the C'Tan that saved you are genuine defectors from decadence or if this is all a big long-con, and even if they're strictly benevolent, the Necrons and rival C'Tan won't appreciate them. Not to mention collateral damage from the Time War all C'Tan are inherently involved in. The Lifeforce Rites are not dissimilar to Blood Magic, and the extreme artists in the Muses, automatons devoted to the Dancer, patron god of the arts, which represent major ins for Khorne and Slaanesh.
[ ] Moogles. A race found all over the Final Fantasy multiverse, though they supposedly have a specific home they originated from in one place or another. Master craftsmen, mages, engineers, technicians, scholars, merchants, etc. If a pursuit does not rely on physical prowess, they have some measure of skill in it, as a collective. Some can shapeshift into weapons, so even this depends somewhat on your definition of prowess. Reliable contact between groups in different universes has been established by some enterprising Moogles at the behest of King Mickey, an oblique means of searching for Sora.
Benefits:
Merchant's Guild. Moogles are allowed just about anywhere, and do business with just about everyone who isn't omnicidally evil. As such, they have insane resources to draw on if they want to pursue a project. Be it money, rare materials, or mercenary manpower, they can likely cook it up in a short time.
Master Mages. Moogles aren't usually the archmages of the party, but almost all of them are quite competent at magic, meaning a Moogle, despite appearances, isn't usually unarmed in the strictest sense. This is also useful for appraisal and many of their creations.
Master Blacksmiths. Some of the most powerful equipment in existence has been either forged by dwarves or Moogles, usually the latter by weight of numbers.
Multiversal Expertise. With the communications hub set up, skills and knowledge from across the multiverse are being pooled. Anywhere Moogles are or were is having it's lore trawled. Acts as an amplifier for other benefits.
Heroic Tradition. Moogles often aid heroes. They aren't averse to doing business with villains able to restrain themselves from destroying the world, but primarily they work with the heroic rebel over the evil emperor. As such, Moogles can often be relied upon to get the heroes out of a jam of some kind during their journey, and have collected a lot of favors and goodwill as a result.
Humble. Most Moogles are resistant to the allure of things more complicated than a good meal and some baubles to tinker with. There are exceptions, but most forms of temptation will slide right off.
Drawback:
Disorganized Bunch. Moogles aren't exactly the most well-organized group at the best of times, and with their civilization as fragmented as it is, simply pointing them in a general direction is difficult, nevermind keeping them there. A lot of time and effort forging closer links will be necessary before you have much beyond small close-knit groups to work with. Some of you don't even look like the same species, if not for your pom-poms. It's unlikely to hit the extremes of Game of Thrones, but a certain amount of politicking will be necessary.
[ ] Etrinians. A race of machines. They like to form a symbiotic relationships with other races, such as their beloved Slugcats, to the point it is not uncommon for members of their race to be mobile domiciles for them.
Benefits:
Precursor Tech. A Fallen Empire that has undergone a dramatic cultural shift. They possess technology at the high end of Stellaris, though they have stagnated and declined after a major civil war broke out between the Symbiosis and Culling factions due to their incompatible views on organic life.
Backrooms Tech. The Etrinians swiftly realized the issue with making themselves homes for their symbiotic lifeforms, and have developed a unique technology that creates an internal dimension of ever-greater scope via application of Klein Bottle and principles derived from study of alternative dimensions. They have in essence made creating new universes a standard feature of their race simply to indulge in their caretaking. Efforts to keep their internal dimensions connected to each other and the wider universe have been made so they are not dependent on the continued existence of the specific Etrinian have been made, though the Dimensional Catalogue is yet incomplete.
Slugcats. A sapient race, if currently primitive. Treated as a protectorate by the Etrinians, as many of the races they encountered pre space flight are. They can attest to Etrinian benevolence to others and other than providing immense habitats within themselves, the Etrinians have gently guided them to higher technologies.
Fortified Immortality. Being machines, their bodies are already hardened against means of murder used against organics, particularly with their technological advantages, and they are excessively resilient to the ravages of time. They are also resistant to common methods of destroying machines, having faced them en masse from the Culling faction.
Long View. Etrinians are capable of making plans with millennia in mind, even if they do not believe they will live to see that point, as the war with the Culling faction demonstrated. They retain the ability to be dynamic if circumstances change, however.
Culler Weapons. The Culler faction believed that organic life used resources inefficiently, and that the Etrinians should remove them so they could use those resources instead. To say the Symbiosis faction strongly disagreed is an understatement. While the Cullers are gone, their weapons, originally meant to be used against organics and then with later additions made to support their war with the Symbiosis elements of the Etrinian civilization, remain, and if it should prove necessary, the remaining Etrinians are well-equipped to fight most any foe, even energy beings to a degree.
Drawback:
Crazy Cat House. Etrinians can become obsessed with being caretakers, overcorrecting for the Cullers, to the point some of the oldest have become little more than ever-expanding complexes that do nothing else. Care must be taken to keep these proclivities in check.
Additional Boons. Select 1 each of the Minor, Moderate, and Major Boons.
Minor Boons:
[ ] Fortune's Favor. A little bit of luck can go a long way. Your civilization is somewhat luckier on the whole. This guarantees nothing, and individuals are unlikely to benefit much, but overall, crises will be less severe, and opportunities will be better.
[ ] White Marker. A relic left by a Precursor race in the shape of a simple cube, capable of producing infinite energy, though it has appropriate safety measures in place. Resolves a significant amount of your energy issues, though transmission is a problem, and grants a leg up on energy research.
[ ] Paradox Energy. The Radical Inquisitor dreams of using Chaos against itself, and the Emperor grows in strength as Chaos waxes in the area around him, explicitly compared to trying to put out a fire by throwing fuel on it. Your species may make use of normally corruptive or disruptive to reality energy sources, such as energy derived from paradoxes, without issue, including using it against the source of the problem. Of course, gaining easy access to it will usually be a bad sign. You're uniquely suited to dealing with the problem though.
Moderate Boons:
[ ] Allied Race. A race that synergizes and has a good relationship with your own, as explicit allies. For the Tekket, it would be the Tarellians, who have similarly survived an attempted genocide by the Imperium, though they lost their homeworld. For the Moogles, the Dwarves of Final Fantasy 1/3/etc. For the Etrinians, likely a race that performs well as a client or protectorate.
[ ] Quick Transport. The specifics vary between races. Tekket FTL will be quick for it's relative primitiveness, being 20 lightyears a day despite being crude to the point of the ship taking damage each time it jumps. Only a tenth of Imperial Warp travel, but still pretty fast for a newbie race, and it will proportionately increase as the techology advances. Moogles will be able to jump between worlds with a Moogle presence with relative ease, not needing any large setup. They'd essentially have a fast travel system. The Etrinians could cross the galaxy in a day with this, meaning a visit to the nearest other major galaxy would take less than a month. They're already faster than everyone else, being at the end of the tech tree, but this make the advantage insurmountable.
[ ] Supersoldiers. Another Boon that varies between races. The Tekket would have learned something from the Astartes and Mechanicus augmentations in order to create elite Tekket, the Hobgrot equivalent of Cybork Nobz, and the Blokbot equivalent of Titans. The Moogles will have learned about infusing Magic and combining various level systems to make a select handful into mages as powerful as Yen Sid, perhaps even as powerful as Donald Duck. The Etrinians would have a handful of psychological aberrations closer to Culling faction members who chose to use specialized combat forms.
Major Boons:
[ ] Quality 40. Planet Quality is a system that determined a planet's 'carrying capacity' for sapient life. It varies from species to species, but it is generally agreed that a 10 can handle a population of a billion indefinitely. This can be increased with technology, such as Earth potentially being able to hold 10 trillion with enough effort. The population can also be increased beyond it at the cost of life quality, such as the Imperial Hive World. The capacity doubles with each number above 10, and halves for each number below. 2 billion at 11, 4 at 12, etc. while a 1 is used for anything with a capacity of 1 million or lower. Many larger asteroids that don't qualify as planetoids fall here. A 40, meanwhile, would have a capacity of 1,073,741,824,000,000,000. It was not initially believed that anything over a 30 was possible.
This 'Eden' was thoroughly investigated, and the cause was discerned. A species that had once colonized this world used a device that would sacrifice their energy to enhance the planet as part of the ascension ritual. 100 lives a day could enhance Planet Quality by 25%, according to the schematics. Apparently they'd been gradually letting themselves die off, and decided to go out with a bang. There were inefficiencies, but the effect was permanent, rather than relying on an infusion of new lives. The extremely high population cap is explicitly 'bullshit space magic' regardless of the species chosen, in other words. The machine itself offers insights into Lifeforce tech, either unlocking it, or, for the Tekket, improving large-scale distribution efforts and effects. Replication of the device may be possible, particularly for the Tekket.
[ ] Tech Cache. Choose the techbase of one of the other races. Have your selected race discover a cache of that technology(choosing the Moogles will probably lead them to you, sooner or later) they can begin reverse-engineering. The high-end sci-fi tech of Stellaris from the Etrinians, the Lifeforce, Living Metal, and spiritual shenanigans of the Tekket, or the magitech of the Moogles, from airships to Excalibur.
[ ] Quirky. Quirks, biological abilities similar to Mutants in Marvel. Stands, manifestations of fighting spirit and Willpower, technically derived from Hamon with unique, if often strange, powers. Devil Fruits, mystical fruits that grant some kind of ability based on their name, in return for the eternal enmity of the sea. Epithets, concepts physically manifesting in the world via people born with words attached to their soul after a species unifies their language. Semblances, manifestations of the soul's nature in the form of a specific power. Gloomverse magic, personality powers that are set in terms of power, cannot be directly used on another sapient(including creation of sapients), and must be used with a hat and wand. With a few exceptions due to raw power, known as Mancers, though these rules can be bent in various ways such as surgically implanting the wand in your arm. Take any or all of these, without costing more than the initial Boon. Keep in mind that they may not be 100% beneficial, unlike the above Boons, as is the nature of individualist powers, and may manifest differently for different species. Tekket will take to these like a fish to water, already having the right mix of individualism and collectivism for some very odd cultural niches to spawn interesting and useful groups and a significant spiritual awakening. Etrinians will offer Quirky benefits to their protectorates, and they are able to use all except Quirks, for obvious reasons. Devil Fruits, surprisingly, can be eaten by machines.
Disadvantages:
You may take any, all, or none of these Drawbacks.
[ ] Bizarro Earth. Some event in the distant past made a reversed copy of your Earth. This is not a Mirror Universe situation, it's a pocket dimension with a copy of your homeworld and it's star system. It would be more accurate to call it Bizarro, with morality reversed as well. Of course, since the good and evil axes and the positions on them people occupy have both been swapped, the end result is more chaotic than evil. They can cause major issues, but they usually mean well, by your standards. +1 Minor Boon.
[ ] Enemy Race. Much like the 'Destroyers' are considered to be mortal enemies by the Tekket, this Disadvantage generates or makes hostile a race to your choice in a similar manner. The Etrinian's would have survivors of some of the Culling faction's misdeeds coming back to haunt them with a counter-genocidal campaign, for example. +1 Moderate Boon.
[ ] Clashing Universes. 16 universes have been smashed together by unknown circumstances. In the Tekket and Etrinian's cases, these are alternate versions of their own universe, including a Mirror Universe, though in the Moogles' case it's an instance of several Final Fantasy universes being merged, presumably because of the Void. In the Tekket's case, there's the Canon universe, If the Emperor Had A Text To Speech Device, the Roboutian and Dornian Heresy universes, Deus Ex Mechanicus, Glory or Death, From the Brink, Song of Peace, The Long Night, The Ship Moves, Imperium Ascendant, Nobledark, Brighthammer, Shape of the Nightmare To Come, War of the Krork, and the Tekket's universe. Either way, a great deal of chaos will ensue. +1 Major Boon.
AN: Whaddya mean? I'm
definitely using a CYOA to shill for another Quest while empowering my vote! What's there to suspect about it? In all seriousness, Hunger could use the Mental Stability buff either way. A short one, but every bit helps.
Why yes, I did match Clashing Universes up with the number of mainline Final Fantasy titles, why do you ask?
3405 words, discounting this line.