Quest General CYOA Thread

Stardust CYOA

Duke Nukem

Hail to the king baby
This is a thread for CYOA .

Here is one to start with

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What path will you take?

This is a long one So what build will you guys pick?
 
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Drow CYOA
Vs 1.1 of the Drow CYOA is ready.

Changes:
A few formatting changes to make it more consistent, number of fonts used reduced.
Number of Fragments raised slightly.
Colors and pictures adjusted to be easier to read.
Wording refined on some options to make meaning more clear, rolling "Free Male" no longer invalidates house size choice.
No longer completely hosed by a bad roll in selecting rank.
Price of Artifacts slightly reduced and advantages increased for balance reasons.
Disadvantages generally weakened to be less troublesome and able to be removed over time with effort.
Fifth page added with potential outcomes and plot hooks, as well as thanks for people who gave advice and proofreading.

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Throwing up my own Drow character...



Dice Rolls Before Points

Male

3 Medium House

3 Master of Assassins

7 Rural Town

2 Perfect Alignment

6 Gender Imbalance

6 Illiterate

16 Cinder Fancyshadow

6 Vesha and Mesha

20 Narilyssa

18 Gruzz is Enemy



Seems Decent. I also random-rolled my treasure for the heck of it, setting the generator to add a lot of goods rather than just coins.



Magic Items

  1. Arcane Scroll (Enlarge Person (25 gp), Protection from Chaos/Evil/Good/Law (25 gp)) (total 50 gp)
  2. Handy Haversack (2000 gp) (design provides clue to function)
  3. Potion of Bear's Endurance (300 gp)
  4. Folding Boat (7200 gp)


Non-Magical Goods

  1. 8 x Armchair (10 gp)
  2. 3 x Artisan's Tools (5 gp, 5 lb)
  3. Ballista (500 gp)
  4. 4 x Barrel of Ale (6 gp, 240 lb)
  5. 11 x Bolt of Canvas (1 gp, 10 lb)
  6. Bookcase (30 gp)
  7. 3 x Fishing Net (4 gp, 5 lb)
  8. 47 x Hemp Rope (50') (1 gp, 10 lb)
  9. 9 x Large Iron Box (2 gp, 100 lb)
  10. Light Catapult (550 gp)
  11. 12 x Miner's Pick (3 gp, 10 lb)
  12. 13 x Pair of Oars (4 gp, 20 lb)
  13. 6 x Riding Saddle (10 gp, 25 lb)
  14. 17 x Rope Net (10' x 10') (4 gp, 40 lb)
  15. Round Table (50 gp)
  16. Cart (15 gp, 200 lb)
  17. Small Wooden Chest (1 gp, 10 lb)
  18. Vial of Ink (8 gp)
Art Objects

  1. Dragon Talisman Inlaid with Copper (600 gp_
  2. Feathered bound Book (blank) (80 gp)


Coins 204 gp 8 sp



This rather spells out a character right away as a merchant hauling a cargo of random salvage to a small town. Apparently they're in need of furniture which makes sense and I'm also hauling work staples like digging tools, rope, and iron bars for their blacksmith.Of course no merchant in the underdark isn't a pirate but I can't see anything wrong with that. Bringing ale to the town is probably a mistake as a rural town is more likely to brew their own, maybe I brought that for personal consumption on the way. Also Folding Boats are awesome. I'll use this as a base to buy equipment.



2 Points Free Male

Random Rolled for an artifact (3 points)

1 Tenser's Goblet

Rolling Additional Advantages:
2 Color Vision
5 Dungeon Master
Disadvantage 2 Lolth's Interest

Not terrible but not what I'm hoping for so I'll try again.
3 Sun Resistant
7 Draconic Ally
Disadvantage: Handmaidens

Okay rolling's not getting me what I want so spend 2 points to become a Power Gamer before I roll a really bad disadvantage.
Multi-Talented

Dana Pepperleaf
Thyatis
Yllgych


Allies are getting out of hand so go back and get one more advantage with my last two points.

Paragon



So the final build is:



Setting:
Male Drow
Medium House
Free Male
Rural Town

The character:
Hold's Tenser's Goblet
Perfect Alignment
Gender Imbalance
Color Vision
Sun Resistant
Draconic Ally
Multi-Talented
Paragon

Illiterate
Lolth's Interest
Handmaidens



Allies
Cinder Fancyshadow
Vesha and Mesha
Narilyssa
Thyatis
Dana Pepperleaf
Yllgych

Gruzz is an Enemy



Events:
40 Priestess Pileup
Potato Lord
Halfway House
Planar Adventure



Endings:
Epic Adventurer
Drow In Space



The Starting Build:
Swashbuckler 3/Rogue 2/Scarlet Corsair 3
Wizard 4/Drow Paragon 1/Seawitch 3
 
BattleTech CYOA
Drakensis put together a Battletech Successor State CYOA. My entry on it:


Komonumo

The Komonumo Flag's six stars represent six disparate groups that came to an agreement to form their nation. The black represents the dangers losses of the past. The yellow represents a bright future, with the orange representing the present danger that must be navigated to attain that future.

Founded initially by SLDF Scientists who declined Kerensky's invitation to vanish into the wilderness, the Komonumo are an eccentric group with a strong emphasis on science and education. LostTech hunters consider Komonumo territory a goldmine of lost libraries and data repositories and rumors that the Komonumo have secret research facilities duplicating the Royal Technology of the Star League abound, though those in the know consider that absurd as their emphasis on research-sharing and information technology means they're terrible at keeping any secrets.

The Komonumo are known for having a solid manufacturing base that has a focus on older designs. They produce a single Liberty JumpShip every 9 months and their most common DropShip is the DroST. For all of that, their technology is not inferior to the rest of the Inner Sphere, they favor PPCs and manufacture said weapon in great quantities. Their ability to produce fusion engines is sharply limited and they prefer designs that can use their few options. If they salvage 'mechs that they can't replace the fusion engine in, policy is to sell or trade it for one that they can.

The Komonumo practice an odd form of Democracy in which there are no elections, ostensibly to avoid expensive campaigns. Instead, once a vote is “parked” by a voter on a candidate, it remains there until the voter changes their mind. Should a candidate's total votes fall beneath the threshold, they have 30 days to either regain the confidence of a sufficient number of voters or turn power over to the new elected representative. Term limits are constitutionally forbidden. Consequently their government is known for long periods of stability punctuated by short but extreme political campaigns as several candidates just at the threshold of becoming leader vie for those last few votes, until one does something flash enough to catch the public's eye and settles into position. As an odd side effect, the Komonumo have no political parties as other states would recognize them. The greatest threats to a politician are those who have very similar views and thus can sponge off their votes. Meanwhile a diametrically opposed candidate is no threat to the politician's voter base, so they prefer to deal and cooperate with extremely different policies. Politics leads to strange bedfellows in every system but the Komonumo carry this to extremes.

Mocking hereditary rulers and other's political systems is a national pastime. This has not endeared them to their neighbors.

Militarily the Komonumo are uninspired but fairly large. Most worlds have at least a lance of 'mechs and an armored company with industrial worlds having significantly more. Leaders who can't attract enough military power to deal with the endless pirates and lostech hunters that ply their space tend to be voted out quickly. Their war college emphasizes accurate long-range fire over piloting skill, and their military prefers to fight a defensive game and stay at long range to avoid taking expensive damage while peppering enemies with PPC fire.



Location and Time

2 Former Terran Hegemony

8 Post-League

Size

2 More than 200 Lightyears Across

6 1d3*100=100 Inhabited Worlds

Things Lost

7 Many Fine Universities Shattered and Lost Libraries

5 Damaged Recharge Stations dot the Landscape

Government

1 Representative Democracy

Relations

8 All Neighbors are Hostile, Two Realms unfriendly, others Neutral

-Lyran Commonwealth and Draconis Combine Hostile

-Capellan Confederation and Federated Suns Unfriendly

-Free World's League Neutral

Military

9 1 One Regiment per four worlds = 25 Regiments

3 1d6+3=4 Regiments of Mercenaries

6 Two Armored Regiments per 'Mech Regiment (excludes mercs) 50 Regiments

9 3 Infantry Regiments per 'Mech Regiment (excludes mercs) 75 Regiments

10 Intelligence is nonexistent

Designs Available

6 Battlemech

1 Light

-Spider

3 Medium

-Clint

-Vulcan

-Hermes II


1 Heavy

-Rifleman

1 Assault

-Awesome

5 Aerospace

1 Light

-Sparrowhawk

-Centurion


2 Medium

-Hellcat

-Stingray


1 Heavy

-Deathstalker

1 Small Craft

-Aquarius

7 Conventional Vehicle

2 Light

-Warrior

-Galleon


3 Medium

-Maxim

-Ballista

-Monitor


2 Assault

-Schrek

-Demolisher (Devastator)


3 Military DropShip

-Union

-DroST

-Condor


Predominant Culture

1 None, Wholly Original and Speaks Esperanto

Good and Bad

1 Robust Economy

9 A Small JumpShip Yard

3 Strong National Identity

10 Major Piracy Problem
 
You guys use a particular program to create these CYOA formats?
Most people use Photoshop. I use XARA myself, because I never pirated Photoshop and I use it to touch up mistakes on my line drawings, so I'm already familiar with it.

Even MS Paint will suffice for most CYOAs since you're usually just pasting together some text and pictures and maybe adding a few flourishes like fancy borders.

This site apparently not only lets you make CYOAs but lets you make them into interactive scripted programs that keep track of points for you and such. I've never used it but I've heard it works well.
 
You better appreciate this you bilge rats it was hard to get.

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Hotlinks aren't working though I can find the images with cut and paste. I recall this one from years ago, it's math is a bit out there because you can really only take the Brigantine and Frigate, the Sloop has so little space (and two-thirds of the options are marked "sloop can't take this") that you have more money than you can spend outfitting it and the Galleon and Mestari cost so much and need so much equipment that you don't have enough money to outfit them. Unless you can take multiple ships which is my own interpretation in which case a fleet of sloops is possible.

Hmm, no this has been modified since the version I saw years ago and the Mestari may be doable since now they grant a 50% discount on their stuff if you take the Mestari nationality. Looks like the Galleon is still impossible to outfit though. Let's see if I can make a Mestari ship work.

A couple of the options are so blatantly stupid I'm ignoring them for the sake of my own sanity. Most specifically you can't take a Mestari crew if you're Mestari yourself, they only go to Pirates and Privateers. That has to be a mistake. The various Mestari crew, such as Kalevi, Kaarina, Lilja, and Hulta are also not available to Mestari captains. It's fairly obvious that the option to be Mestari was tacked on later and the writer didn't remember to make the various Mestari options available to Mestari captains, so Imma ignore it and take Mestari officers and crew since anything else is aneurysm-inducing.

Ship Type
Mestari Laiva

Outfitted With:
Oars
Mestari Sails
Good Galley
Mestari Crow's Nest

Quarters
Luxury Cabins
Captains Quarters
45 Bunks
30 Hammocks
4 Private Cabins (Officer Quarters)

Weapons:
10 Carronades
20 Cannon
Ammo
Cannonball
Grapeshot
Bombs

We are not putting a furnace on our ship, I know how many vessels burned to the waterline from trying to do that, it's insanity.

Crew:
First Officer Samuel
Companion Kaarina
Quartermaster Miguel
Gunner Diego
Navigator Hulta
Cook Elsie
Carpenter Kalevi

Mestari Crew

This adds up to exactly 200 Doubloons assuming that Kalevi is a Mestari, which he quite evidently is from the ears (As you can see, without half-price for Mestari options it would have been utterly impossible to build a Mestari ship before, even now it's pretty close). I regret not being able to have a Rowboat but they cost a bit too much but we couldn't get a full crew and a Rowboat both, kinda sucks. Maybe we can get one later once we have a few more doubloons from the first trip.

This puts us as a fast diplomatic passenger liner/courier. We're armed to the teeth, one of the fastest ships afloat, and can outrun everything we don't massively outgun. We have officers who speak every language available so we're good at guaranteeing the safety of our passengers and dealing with diplomatic situations. We have Voodoo, Weather Control, our ship is immune to icebergs, and we know where all the coves are so we have a major advantage in getting where we need to quickly and outmaneuvering enemies. We'll provide the service of getting people into Mestari bays quickly and guaranteeing their safety while they make cargo purchases or deal with diplomatic situations while there. We can carry a medium cargo (the deck options are a bit vague as to how they work) so we either make a bit of profit or (preferred) our wealthy passengers pay us for using our cargo space, either way money flows into our pockets.

Able-Bodied Seamen get a hammock while the green crew get a bunk (I'm not sure why bunks are considered lower-quality than hammocks in this CYOA but I'm going with it). Officers have private quarters as do passengers.
 

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