How'd This Go Again? (Magic Multiversal Mayhem 1.5 Quest) (PJO Universe Eventual Multicross)

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You were once a Mage. Not just any mage, but one of the most powerful that the multiverse had ever seen.

The memories come to you, barest trails of sand that bend and splinter into the breeze, old dreams that only became true thoughts as you continued to age. Your end come to your previous life, and let your power shattered, what traces were left of them following behind the last traces of your soul as you were reborn. Who you once were is gone now, never to return.

But while your power is a mere echo of a song, the notes can still be orchestrated once more.
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Character Creation PT. 1
Pronouns
Male
You were once a Mage. Not just any mage, but one of the most powerful that the multiverse had ever seen.

The memories come to you, barest trails of sand that bend and splinter into the breeze, old dreams that only became true thoughts as you continued to age. Your end came to your previous life, and let your power shattered, what traces were left of them following behind the last traces of your soul as you were reborn. Who you once were is gone now, never to return.

But while your power is a mere echo of a song, the notes can still be orchestrated once more.

Calamity comes to this world, you know this for sure. A parting gift from whomever you once were. There is no preventing whatever may come, and this world will be thrust into chaos that none has ever seen before. Society will collapse, and what was once hidden will find its way into the sunlight amidst a sea of chaos as worlds collide. You do not know how or why, but it is a certainty.

All you can do is try to prepare for what is to come.

For years while you have lived in New York City you have run into the strange and otherworldly, at times able to see past whatever veil hides the supernatural from your eyes. Sometimes you will catch people with goat horns peeking out of their heads, gaze into the eyes of a monstrous feathered woman that smiled at you like some sort of adorable little creature.

Other times… you wouldn't see anything out of the ordinary with the people that you have seen. But you just knew that they weren't human. That they were something very much more and did your best to avoid them to the best of your abilities.

For years, you thought that you were going mad, that you were crazy, but with maturity as the memories trickled through, you found surety in your sanity. It was just the world that was insane.

Ah, but the question is, just who are you?



Hello and welcome to How'd You Do This Again!

This is my very first quest, so please have patience with me for any hiccups that might come along the way. Now, as you have probably already seen, this is going to eventually go into a multiversal quest and I know that is not everyone's cup of tea, so I'm going to assume that those of you that stayed around are in for the long haul.

This Quest is going to be using the wonderful
Magic Multiversal Mayhem, a CYOA where you create a Mage in whatever setting with a number of different scenarios and drawbacks ripe for any writer or creative mind out there.

Now, starting off, the Magic that you have access to are going to be chosen by me if only to make some things easier due to my own ignorance in quite a few different magic systems. And right from the bat you have the Dormant Potential Scenario, and the Red Mage Looking For Tower scenario meaning that you have to relearn what magic you do have access to, and have to go out and find your Tower as well.

Other magic that you can eventually run into can be learned much the same way, but will require finding a teacher, documents, or other forms to learn said magic.

There are also some larger scale scenarios that I have chosen that will creep their way into the world with time, one of them being the Collision of another world.

As Character Creation Advances I will update the sheet with each of your options, Magic Choices, Wizard Tower, and most Scenarios chosen by me.

Once Character Creation has been taken care of, we shall begin to make the other various choices, like Perks, Optional Scenarios, Items, Magic Powers, and Combinations. Magic Powers and Combinations will have to be relearned just like your Magic Systems, and Items that are not mundane will be back at your Tower out there in the world.

What options you all have in various magic schools is going to be something that I reveal as more time goes on, especially since your Mage is working on bits and pieces of memories instead of anything concrete.

Most of my knowledge on Percy Jackson focuses on the original series, Heroes of Olympus series, and the Red Pyramid series. It has been years since I read through any of them, so I do apologize if I get anything wrong and will be going over the book series again in my downtime, while maybe finally getting into some of the other connected series.

After character creation, my plan is to have at least one update a month, though I will do my best to try and do more if my schedule allows.

For the most part, I want this to be more of a narrative led story, and definitely not one with a villainous sociopathic protagonist, as that is just not my cup of tea. This does not mean I disapprove of 'bad' choices made in character, and that is mainly what I care about. What will be in character for this person that you will help me create.

Now, onto the choices!






Gender: [ ] Male [ ] Female

Name: [ ] Write In


Difficulty: Only has impact in Point total, no change to overall quest.

[ ] Easy (20 Magic Points) (20 Points)
[ ] Normal (10 Magic Points) (10 Points)
[ ] Hard (5 Magic Points) (5 Points)
Backstory:

[ ]Orphan: Due to a past tragedy, you have found yourself alone in this world. Put into the system, you have found yourself passing through life with only a select few of your foster siblings to count on as you grew into adulthood.
(Less human connections, less familial obligations. Powerful bonds with those that you do remain close to.)

[ ]Middle Class: You were born into a decent enough family, never having to worry about having enough to pay off the bills, and reaching an overall decent childhood with at least some familial connections.
(Familial connections with parents and siblings.)
[ ]Black Sheep: Due to one thing or other, you have found yourself ostracized from your wealthy family, whether it be due to your own choice or mistakes made in the past. This has left you off alone in the world as well, but with a penchant for finding bonds even in those not connected by blood.

Occupation:

Homeless: You have found yourself on the streets. No home and no job, only what connections you have made in your life. Truly, you are as free as you can be. This just means that survival is your only obligation and the failure lead towards rather unsavory ends.
(Mind Fortress, Sleepless, Survival, Soul Shield, Invictus, Fighting Talent, Adaptation But Worse)

Taxi Driver: You are probably never going to be a millionaire, but that's just fine in your book. Connections and speaking come as easy to you as silence, with your meetings with other people being brief, yet ripe for the pickings if you so choose.
(Sensitivity, Vehicle, First Impressions, Eye Catching, Other Friends, Omniglot)

Professor:Academia and teaching have always been a passion of yours, one that has stayed with you all through your life, and you hope will never leave you. Over the years, you have accumulated a wealth of knowledge and tomes to your own personal collection, along with contacts in certain more underground company.
(Book of Learning, Funds, Vehicle, Supplies, Archive, Teaching, Identification, Encoding, Return)

Drawbacks: Choose 3 or less in each category.

[ ] Wanted:Your talents are desired by many people. If you refuse them, they will be genuinely offended and depending on their disposition, they may become enemies. (8 P)

[ ]Hunted:You will end up pissing off a powerful organization, and they will decide to hunt you down. They will have a vast reach and resources. (9 P)

[ ]Handicapped: You are handicapped in some manner. It can be something like being blind in one eye, or requiring a cane to walk around. You cannot fix it with your starting abilities, but can gain something that would. (6P)

[ ]Reviled:You are regarded with suspicion and disdain by society. Your reputation will lead people to suspect you of doing something nefarious. Law enforcement will not arrest you solely based off of suspicion, but they won't be pleasant.(5P)

[ ]Rough Start:Your first day in your new world is rough. Maybe you run into hostile forces, maybe everyone who you meet just dislikes you, and maybe you get the attention of dangerous enemies. You won't get much rest or time to think here.(6P)

[ ]Pipsqueak: You are de-aged to 8-12 years old. People will be less likely to believe you and will often write you off as just a kid, and you'll have to go through puberty again. (You are locked to the Homeless Path, and Orphan Origin. Includes Mystery perk) (5P)

[ ]No Place Like Home: You cannot set up a permanent place of residence on anywhere but your starting world/universe. You can still go to other universes, but you will not be able to live there.(8P)

[ ]Arcane Mark: Your magics will mark you with their nature, mentally and physically. Necromancers may become pale and cold to the touch and have a morbid (though not necessarily pessimistic) mindsight. A pyromancer might be hotheaded or energetic with fire for hair or eyes that glow like embers. (8P)

Personal Scenario:

[ ]Turbulence: Your attempts to leave your chosen world will result in you facing turbulence, and being knocked off course to some random world. It will be hospitable and will have sentient life. (10MP) (7P)

[ ]Blind: Interdimensional turbulence has grown significantly worse. Now, no matter where you're jumping from, no matter how many times you've traversed the multiverse, you can never seem to get the right world. The only way you could navigate to your correct destination is by setting up a beacon of some sort in a world you've been to so that you can find your way back. (10MP) (7P) (Requires Turbulence)

[ ]Wild Hunt: The Wild Hunt is after you. It could have something to do with your extradimensional origin, or something else entirely, but these slaving elves now want you. They will hound through whatever realities you end up going to. You will have your first confrontation with them within your first week. (7MP) (2P)

[ ]Oracle: A powerful Oracle appears in your chosen world. She will give you a Quest that you cannot ignore or avoid no matter what. (7MP) (2P)

[ ]The Apprentice:Sometime during your journeys, you end up meeting a young learner. They will be in theory capable of all the magic that you are, and will pester you incessantly to become your apprentice. They will through happenstance chase you through all the realities you visit, and you will be unable to kill them. (7MP)(2P)

[ ]Besieged:Your tower shall come under attack regularly, whether from barbarians, monsters, bandits, hostile nations, etc. While difficult, it is possible to bring about a more permanent end to this outside threat. These attackers scale to the power of your Wizard Tower. (10MP) (7P)

[ ]Burden of Restoration: You assume the monumental task of repairing and rectifying the deep-rooted problems that afflict this world, or at least its biggest problems. (10MP) (7P)



Please be sure to make your votes in Plan format. As in-

[X] Plan
[X] Option 1
[X] Option 2
 
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Character Sheet- Merric Von Ordelia
Name: Merric Von Ordelia


Age:14

World: Percy Jackson & the Olympians/ ???/ ???
Backstory: Orphan
Occupation:Homeless

Personal Scenarios:
Turbulance:Your attempts to leave your chosen world will result in you facing turbulence, and being knocked off course to some random world. It will be hospitable and will have sentient life.
Oracle:A powerful Oracle appears in your chosen world. She will give you a Quest that you cannot ignore or avoid no matter what.
Red Mage, Looking For Tower:Your wizard tower is not near you. You have a general sense of the direction it is in, but you will have to find it, or maybe it will find you.
Dormant Potential:You begin with a significantly reduced level of magical power and proficiency. Your spells are weaker and you struggle to tap into the full scope of your magical abilities, you can grow to achieve all your potential through training.

The Infinite Order: A set of ancient ruins appears somewhere in your chosen world. These are the old labs and lairs of members of an organization known as the Infinite Order. This may include various pieces of advanced, magical technology, vast amounts of scientific data, nanotech, and portals to other worlds. One of these will be found, and a cult will start, calling themselves the Infinite Order.

Magitech Emergence: Whether it be scientists, magicians, or both, principles of using and merging magic and science have been established and rapidly advanced, with unpredictable repercussions. The innovation of nuclear power resulted in the Cold War, this is simply orders of magnitude larger.
Collision:Two worlds on the list spontaneously collide together, with various elements combining haphazardly to cause total chaos. If you pick a location withing a certain world, then that location can optionally influence the type of things being crossed over to the other world.
Extra Worlds(1):You can pick extra worlds to combine.
???:???
???:???

Legion: Legions of non-human beings known as Pawns wander your world now. They are listless, and without purpose, and tend to act as mercenaries. They may have the ability to use magic. Riftstones also start appearing in abandoned areas throughout your chosen world, leading to the Rift, perhaps letting you travel to different worlds.
???:???
???:???

Mind Fortress:Your mind is a fortress. Successfully attacking it with hostile effects is practically impossible, and anything that manages to get through will be functionally useless.
Sleepless:You do not need to sleep. You can function properly without any sleep, and any negative effects from insomnia or other sleeping disorders are removed. Adds 3 Training Dice per week.
Survival:You adapt to the base physical abilities that people from worlds you go to have. You slowly adapt to be able to survive in harsh conditions.
Soul Shield:Your soul has special resistance against forms of corruption or soul based attacks. This probably won't block direct attacks, but it should be able to block passive effects.
Invictus:Your will has been altered to be significantly stronger. You can stay focused and aware despite incredible pain, and torture will be ineffective against you.
Fighting Talent:You are innately very talented at fighting in all forms, but especially at learning how to use your magics to fight, even in conjunction with mundane fighting styles. You start off with high levels of skill in your chosen magics, but will have to use your talent to learn fighting skills otherwise.
Adaptation But Worse:You have the ability to adapt to the magic of whatever world you go to. It takes time for this adaptation to take place, generally about one year and it is dependent on a variety of factors such as the complexity of the magic, how common it is, and it's strength. If that world has multiple magic systems, then you will gain them in the order according to which they are the most common. You can choose to reject magic systems you don't want.
(Mystery Perk Unlocked):Unique Abilities Adaptation:Your Adaptation now treats unique abilities the same way that magic systems are treated. You adapt to them at a rate that is dependent on complexity and how common they are.
Limitless:You can now break the hard limits of the function of a system with enough research and exposure to esoteric elements within that system. It will not be by any means easy but there will be few horizons beyond your reach now. This does not however have an effect on the mechanism of how the magic system is wielded.
Inheritance:You can grant someone one magic system at a time, regardless of the strength of your adaptation. The rate is the same time it would take for you to adapt to one magic system. You must 'recharge' a magic system for equal the amount of time it would take you to grant it to someone before you can begin to grant it to anyone else. If you have Unique Abilities Adaptation, you can grant them Unique Abilities as well, though each one is treated as if it is a whole magic system. Ability to grant others magic systems that are not hard sciences. Only applies to magic systems that you have learned the basics of.
Teaching:You are highly skilled at teaching others. You quickly adapt to the needs of each student and are great at framing things in a way that others will understand. Will provide +5 towards all teaching of magic.
Identification:You can instantly identify any effect that falls within the purview of your magic, even if it was not accomplished using the same systems you have.
Encoding:You can instantly encode your magical knowledge into any medium you have available.
Sensitivity:You have an increased sensitivity and attunement to magical phenomenon. You can percieve the flows and specifics and natures of magical forces This sensitivity is not something that can easily be turned against you, and will help in manipulating magic. Adds a solid +1 towards all magic rolls.
Omniglot:You intuitively pick up the languages you hear and can quickly comprehend and make use of them.Adds +1 to all options for learning languages.
???:???

Sneaking: Novice
Pickpocketing:Novice

Comprehension Mastered: A general understanding of chemistry and the application of said chemistry towards alchemical circles.
Deconstruction Mastered The Alchemical Practice of breaking down materials and matter before applying reconstruction. Mastering this aspect gives you greater proficiency at disassembling materials, even able to completely disintegrate items with the proper knowledge and transmutation circles.
Reconstruction Mastered: The second process of alchemy, reassembling broken down materials into a new shape or form. Can also be used to simply change the shape of something, along with being able to complete more complicated forms of transmutation.
Due to learning Comprehension, Deconstruction, and Reconstruction, new options have been unlocked, dice rolls have been lowered for various options, and any Alchemy option, whether activity related or magic learning, receive a +4 per dice roll.
Alkehestry Mastered: An Eastern branch of alchemy known for it's healing properties and ability to link separate transmutation circles.
Dragon Pulse Perk Mastered: Able to feel the flow of energy not just in the earth, but in living beings as well.
Portable Transmutation Circles Mastered: This skill to simplify and miniaturize alchemy circles, allowing you to draw or engrave transmutation circles into portable objects.
Due to learning all disciplines in the Alchemy tree, Alchemy bonus has increased to +10 to Alchemy related rolls.
Truth:You no longer need to use a Transmutation Circle for Alchemy. Just a snap of your hands. This does not mean you are exempt from the rules of Alchemy, Human Transmutation will result in a price. One that you will regret having paid.

Atelier Alchemy: The art of creating something from nothing out of materials that you find out in the world, or those that you create.
Provides a +2 bonus toward a variety of different magic systems.
Atelier Alchemist Level 1, 100 till next level up.
Light Control Mastered: The ability to control the Light, the spark and growth of life with a path towards cooperation between diverse forms of life. Through trial and error, you will learn to harness the physical aspect of paracausality in the ability to cultivate life and creation.
+2 Bonus towards certain Magic Learning rolls, and combat rolls.

Full Metal Alchemy:Journeyman. Learning till next Rank, Master:120/500

3 Imperial Gold Daggers, 2 Imperial Gold Gladius, 1 Imperial gold Spear, and 2 Imperial Gold Shields.
13 Metal Units
4 Glass Units
Lizard Notes: Biological research notes that were found carved into a secret lab underneath New York's Sewers. Far too advanced for you, but perhaps one day these notes will become something that you can properly use.
 
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Companions
Mia Itzel
Age:18
Daughter of Aphrodite
Comprehension: Adds +2 bonus towards own teaching, along with adding bonus to any Alchemy related rolls for activities or experimentation.
Deconstruction
Reconstruction:Due to learning both Reconstruction and Decontstruction, her bonus has increased to +5
Reconstruction
Sneaking
Fighting Dirty: Even before living on the streets, Mia has always had a proclivity for winning a fight. After all, when your life is on the line, there is no such thing as a 'fair' fight. +5 bonus in combat situations.
Daughter of Aphrodite:+15 to pursuesion attempts
Half-Blood Physiology (Hero): +10 to all Rolls. Immune to debuf against higher ranked beings.
Tom
Age:65
Vietnam War Vet
Shooting provides a +5 bonus in combat activities.
Scouting: Provides a +5 bonus towards exploration related activities
Veteran:Able to teach Combat related skills towards you and your companions.
Rifleman: Provides a +5 bonus towards gun maintenance and building related rolls.
Guerrilla Warfare provides a +10 bonus during ambushes, both initiating and repelling.

Rosa
Age: I'm not dying.
Cursed Lamia
Archeology: Provides +10 rolls towards researching artifacts, deciphering dead languages, along with being able to teach different languages.
Shapeshifting: Due to her nature, Rosa is able to shapeshift her form into anything that she pleases, giving her the ability to blend into almost any population and dissapearing into the crowd.
Monster Physiology: Due to her nature as a Lamia, Rosa is able to not only able to change her form into that of a half snake woman, but she is also far more resistant to damage, stronger than any normal human on the planet, with incrased senses and speed. Caveat is a weakness towards various monster killing metals, and not just those of the Greek and Roman pantheon, though this is unknown to her and Von. Achieved Rank of Demigod.
Scent: Is able to smell the prescence of demigods, granting a +15 towards finding any specific demigods, reduced to a +5 for overall investigation.
 
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[X] Plan: Greetings, Headmistress!
-[X] Female
-[x] Everil Nightshade
-[X] Hard
-[x]Black Sheep
-[x]Professor
-[x]Turbulence:
-[x]The Apprentice
-[x]Burden of Restoration

32mp
21p


Reliant on drawbacks sure, but for quests I'd prefer drawbacks creating greater depth than just picking up powers for free.
 
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When do we start?? Start of first book???


Because if that is the case we should save daedlus and the labyrinth.


His mass produced automata soldiers are going to be needed if we are dealing with an interdimensional invasion.


Also we should figure out excreation spells form the egyptians, perma killing immortals is useful in this world and any other.

Also also we should also figure out the trick of binding monster to business and then their continued existence sustaining the business.

Tieing it to something like a hydra makes it into a fast food chain which is fairly usefull in gaining money.

Also the apollo book had a megacorp run by the new villians if we want to take it over.
 
[X] Plan: Wandering Wizard
-[x] Male
-[x] Merric von Ordelia
-[x] Easy
-[x] Pipsqueak
-[x] Rough Start
-[x] Oracle
-[x] Turbulence
 
[X] Plan: Interesting Times
-[X]Male
-[X]Albert Hohenheim
-[X]Hard (5 Magic Points) (5 Points)
-[X]Orphan
-[X]Homeless
-[X]Handicapped
-[X]Pipsqueak
-[X]Arcane Mark
-[X]Wild Hunt
-[X]The Apprentice
-[X]Burden of Restoration

Alright, made this build with what I thought was best. Hard Mode, Pipsqueak and Handicapped as well as Wild Hunt gives some interesting plot threads from the start without making it a stomp fic, left out Rough Start just to make sure it's not too overwhelming, and Arcane Mark helps give whatever magics we pick up some actual relevance in the narrative, instead of seeming like 12 different ways of doing the same thing. Seems like it would be the most interesting to me.
 
[X] Plan: Interesting Times
-[X]Male
-[X]Albert Hohenheim
-[X]Hard (5 Magic Points) (5 Points)
-[X]Orphan
-[X]Homeless
-[X]Handicapped
-[X]Pipsqueak
-[X]Arcane Mark
-[X]Wild Hunt
-[X]The Apprentice
-[X]Burden of Restoration

Alright, made this build with what I thought was best. Hard Mode, Pipsqueak and Handicapped as well as Wild Hunt gives some interesting plot threads from the start without making it a stomp fic, left out Rough Start just to make sure it's not too overwhelming, and Arcane Mark helps give whatever magics we pick up some actual relevance in the narrative, instead of seeming like 12 different ways of doing the same thing. Seems like it would be the most interesting to me.
I honestly don't know why your choosing wild hunt over turbulence. please explain.
 
[x] Plan: To Defy the Heavens
-[x] Female
-[x] Astra
-[x] Easy
-[x] Middle Class
-[x] Taxi Driver
-[x] Rough Start
-[x] No Place Like Home
-[x] Arcane Mark
-[x] Wild Hunt
-[x] Besieged
-[x] Burden of Restoration

20 points really isn't a whole lot to work with when fixing a reality with so many divine horrors lurking beneath the surface, and if we want our Tower to be safe so we can actually fix thing? we're going to need a great deal of power.

I love the idea of Arcane Mark, and if our family lives here we're going to want to fix the place up a bit. To that end we're almost certainly going to be attack and hunted by a lot of beings, divine and other alike, so besieged makes sense to me. I admit wild hunt is there simply because I think it would be fun to get them crushed by divine magic.
 
Just to clarify, because I think there has been some confusion, these aren't the only points that you will have.

Other Personal Scenarios have already been chosen, like Dormant Potential or having to find your tower both of which gift MP and P. Then there are going to be larger scale scenarios that I will choose and keep secret, all of which will contribute to the total point count.

The actual Magic Systems are going to be chosen by me, as will the Wizard Tower upgrades and it will be up you to train them and discover through the events in the quest, though I might add ome or two options if you are all interested.

And as the opening paragraphs mentioned, there are more things coming that can't be prevented, like a Collision with another world, which given the way the CYOA is set up provides more Points because of that world. All of this won't happen from the beginning though, there will be a sorta prologue before the storm comes down on you like a highflyer.
 
[X] Plan: The Laughing Magus
-[x] Male
-[x] Jonathan Barnavelt
-[x] Easy
-[x] Black Sheep
-[x] Professor
-[x] Arcane Mark
-[x] Turbulence
-[x] The Apprentice
-[x] Besieged

No one knows why the Magus Laughs. Weird of beard and joyous of disposition, he's found himself cut off from his family... aside from his nephew(the apprentice) who he will have been forced to adopt. Now if only he could stop the local ruffians, trolls, and wannabe demon lords from breaking into his house. Maybe more late night saxophone sessions will help?
 
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[X] Plan: Wandering Wizard

Sounds like there are already some drawbacks in play so would rather not have too many. Also if the universe starts where I think it does then not being an adult could be an interesting trip
 
Going to chime in here, Voting will end in about 7 hours, probably when I get home after work and I'll get started on the next stage.
 
[X] Plan: Another Screwjob
-[x] Female
-[x] Mia
-[x] Black Sheep
-[x] Easy
-[x] Pipsqueak
-[x] Rough Start
-[x] Reviled
-[x] Turbulence
-[x] Burden of Restoration
-[x] Blind
 
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