Worm Crossover CYOA:

Hello, is this working right? Ah, so it is. I am referred to as the Sage of the Forest, and have gotten the opportunity to try and offer this form of charity to less fortunate alternate worlds in this Omniverse thanks to the infinite benevolence of the administrators of the Hero Cooperation Union Exchange Bulletin Board. Quite simply, you have the opportunity to isekai into a version of this world series called "Worm" for the multiversal threats that are the sources of the powers here, with some extras to help you make a difference, and I must ask you to please try and be a Hero. I'm not omnipotent, so I can't solve everyone's problems, but I can try to help even if I prefer a quiet life. Oh, and just so that you realize this from the get-go, if you permanently die, if you suffer a fate worse than death, then that is simply what happens. Life works that way, believe it or not.

You'll come into a Worm series world on April 7, 2011, a couple days before Taylor Hebert first debuted as a Cape and fought Lung, the Dragon of Kyushu. If you don't change anything, you have two years, two months, and thirteen days before Gold Morning. I would recommend killing the Slaughterhouse Nine if you wished to delay that. If you survive a year past Golden Morning, then you, along with any companions, will have the choice of staying in Worm or getting my assistance to go back home if you don't already have the ability to do that. I’ll give you the choice of where I’ll drop you in at, within reason, but if you want to leave it up to me, then I’ll drop you in a secluded spot in Brockton Bay.

For reference, here is a picture of the of the main threat you’ll be going up against:


Power Level:

Canon - You don't start out as much. You can definitely be considered notably powerful, but that'll be balanced in various ways due to the disadvantages you would need to take to get to that level. You can get up to 5 points through disadvantages, can only buy lesser powers, and go into Worm canon.

Standard - You get 4 points, can get up to 10 more points through disadvantages, can get lesser and greater powers, and go into a Worm canon where Scion is still able to use Queen Administrator despite giving it away, so the Cycle isn't broken, thus Scion won't be bullied into assisted suicide based around things like Eden dying or the Cycle being broken. This might be considered more of a “standard” outcome of what happened to the Entities.

World Breaking - You become a real World Breaker in this difficulty. You get 6 points and can get up to 10 more points through disadvantages. On the other hand, the Worm canon you're going into is looking like a rather grim and massive multicrossover where the Entities have rather obviously already been to numerous high-level worlds such as Asgard, Eberron, Gallifrey, Krypton, Sadala, and Yuggoth, and won. You can get any powers from this CYOA, including the World-Breaking powers. To be frank, you should get at least one World-Breaking power, as I can at least guarantee that the Entities don't have those specific powers.


Powers: Lesser

Vampire (-2) - You become a vampire from Monogatari, around Koyomi Araragi's level when he first turned, and your powers will grow with time. Alternatively, you can choose to be a half-vampire, losing the weaknesses in exchange for most of your starting power. Either way, eventually the vampire will grow past the weaknesses and the half-vampire will catch up.

Conduit Gene (-2) - You possess a rare genetic abnormality: the Conduit Gene. You have minor control over a certain type of element or energy, such as smoke, napalm, concrete, electricity, glass, neon, ice, and video. Your mutated genes also grant you enhanced strength, durability, stamina, and healing. You are able to drain your element/energy to restore your own power while also momentarily supercharging your healing factor. Exposure to massive amounts or highly purified forms of your element/energy forces this power through an evolution, increasing your control over your element/energy and granting you stronger abilities. This can be purchased more than once for different kinds of elements/energies at a discount of 1 point.

Quirk (-1~2) - Choose a Quirk from My Hero Academia. If you chose One for All, you get it as Midoriya first got it. If you choose All for One, you get it as it's first user originally had it. You get that Quirk, a biological superpower, which can be trained further, as well as a physiology that can be trained to a superhuman level in general. For another point, you can combine that Quirk with another through a Quirk Marriage, improving it in a variety of ways. You can choose to have specific, minor physical mutations from your Quirk if you want any.

Half-Ghost (-2) - Your molecules get rearranged so that you become a Half-Ghost, which grants you ghost powers when you transform into a ghost form, such as phasing, flight, superhuman strength, superhuman speed, shapeshifting, and ectoplasm blasts. Initially... this will be rather troublesome, as you'll have a tendency to use your abilities by mistake in your human form, but you'll also get the abilities of a Ghost, initially reliant on a transformation, but as time goes on, you'll be able to use your ghost abilities in your human form. It will also be exhausting to use your ghost form, to the point that you could be forced out of it if you pushed yourself. In any case, your ghostly powers will grow in both potency and versatility with training and use, but be aware that normal ghosts tend to be... differently sane, so be aware of the possibility of the implicit dangers of becoming more ghost than human.

Low-tier RPG Player (-2) - You can make a build for a beginner-level player character for one of the following systems on par with a Level 1 D&D character, get access to that system as a whole, and even do things like change your race if it is part of your build. For reference, this means you start out as a reasonable beginner-level character build of your chosen system, with the items reasonable to their build, such as a Wizard from Harry Potter with their Wand, a Jedi with their lightsaber, and a Spin user having a Spin instrument. The reason why these systems are considered "low-tier" is that they have some pretty significant ceilings on their growth that you'll have to grow past through personal trial and error if it's even possible, rather than relying on the archive and training boost. On the bright side, you should at least be able to contribute to beating Scion with any one of these systems, if not just run away, and you might even have a chance at beating Scion on your own with one of these systems. With each purchase you get a mental archive that should make up for you being outside of your RPG's setting, and your growth in that system will be faster the more you use it in conflict or to solve problems. You will be able to teach other people any system you buy and get a discount of one point on more purchases on this power (obviously you only get the one discount).

Low-tier RPG Player Systems:

  • Jojo's Bizarre Adventure the RPG
  • RWBY Unofficial Tabletop RPG (You can create Dust through an Aura technique if you have crystals).
  • The Dresden Files Roleplaying Game
  • Fairy Tail the RPG (If you get skilled enough, you'll be able to individually give people a single weak magic container, which they can improve with training).
  • Star Wars Roleplaying Game (You can teach people to raise their Force Sensitivity through Matukai training).
  • Ars Magica.
  • Persona the Tabletop RPG.
  • Harry Potter and the Tabletop RPG (You get a matched Wand and can give people magic  through a potion on a similar level of difficulty to the Wolfsbane potion).
  • Avatar: The Second Age. (You become the Avatar and can use Energybending to grant people Bending)
  • A Certain Scientific Roleplaying Game (You start at Level 3, can't access anything from the Magic side of the Toaruverse directly through this, and this is compatible with things like Hamon, Magecraft, and Divine Magic even without Fiat Enforcement).
  • Mythras
  • One Piece D20
  • Sufficiently Advanced (Start out with up to 25 total capability points, can't go higher than 6 points in a single category)

Omega-1 Nanite (-3) - You get a Control Nanite, which is a nanite that can control and create other nanites. Initially, this won't do much besides give you a Brute factor, but as time goes on you'll find yourself able to make advanced machines, perform advanced mental math, interface with other machines through your nanites as a form of technopathy, heal injuries, and cure illnesses and even Case-53's. Beyond all of that, keep in mind that this is a nanite that controls and creates other nanites, and those nanites are so advanced that they could be used for traveling through time and creating pocket dimensions. Of course, that all depends on the nanites that you have to work with as well as yourself, as emotional distress may result in created machines being weaker, for example.

Omnitrix (-3) - You gain an Omnitrix from Ben 10. No, you can't choose what aliens you initially have from the Omnitrix, and you won't ever get Alien X, nor anything particularly more powerful than Ultimate Way Big or Atomix in physical power, Clockwork in hax, Grey Matter in intelligence, and Feedback in energy control unless you find the alien DNA yourself. You start off with Ben Tennyson's original 10 aliens, with a neutralized Ghostfreak form, and can unlock more aliens and Omnitrix functions over time with study, experimentation, and stressful situations practically endlessly, however, initially you can only be in a certain alien form for 10 minutes before you transform back and the Omnitrix enters recharge mode for an average of ten minutes, less if you changed back prematurely. As a necessary precaution, this is basically hack-proof and will only work for you unless you allow otherwise. Neither a clone of you nor an alternate version of you would bypass this Omnitrix's user verification.

Intuitive Aptitude (-2) - You get a mutation granting a power of analysis and self-biological manipulation connected into that analysis. With it, you could replicate powers you understand and even establish a Shard connection through analyzing a parahuman's Corona Pollentia, but this does cause a dangerous sense of euphoria when it comes to analyzing powers.

Qwaser (-1) - Pick an element from the periodic table. You have decent control over that element, and can intuitively manipulate it so long as you understand the broad strokes of what you're doing. Simply flinging matter around is the least of what you should be able to do with this. With training and experience, you are able to get better at using this power in terms of both power and control, even growing to be able to sense it on a microscopic level within your range of control, but you can't create your element out of nothing with this. You can buy multiple purchases of this for different elements.

Vainglorious (-2) - You get five slots of transformations, 4 of which hold randomly generated Monster Girl forms from Monster Girl Encyclopedia, and the fifth of which holds your mundane form. The erotic nature of these forms is severly toned down when it would be considered a negative, but not entirely eliminated. You can discard the forms within your slots for new random forms once every 24 hours per slot, which means that you can permanently reject your humanity at any time. Damage is specific to each Monster Girl form, meaning that you can shift to another Monster Girl without wounds transferring between forms, and heal forms of their wounds entirely by discarding them. It isn't possible for the most powerful Monster Girls, like Poseidon, to be altered to be less erotic while keeping their power, something to do with their power being connected to their erotism, maybe, so their power is weakened to at least the level of a Witch, Sphinx, Shoggoth, Mindflayer, or Kunoichi Monster Girl if not even weaker. I'll even throw in a bonus and allow you to change your mundane body's sex to female for free.

Ultimate Talent (-1) - Unrivaled talent, such which could only be considered "Ultimate". Pick a specific field, and not only will you gain competency in it so great that you'll be superior to many parahumans, but you will also continue to grow at a rate suitable for this level of talent. You can pick this with anything that could be considered a talent, and can get it more than once for multiple talents, but getting similar talents multiple times has diminishing returns.

Spider-Sense (-1) - You have limited combat precognition, or more broadly, a danger sense. Whenever you are about to suffer physical harm, you receive a mental warning shortly beforehand, along with an instinctive tug that directs you on how to dodge or block. You can still be harmed by opponents that are just too fast for you, or area of effect attacks, as your danger sense extends at most a few seconds into the future.

Animorph (-1) - Pick ten animals from your Earth, such as a dog, cat, and hawk. You gain the ability to transform into those animals as "morphs" and back to your human form, but you can't change from morph to morph. By touching any living creature with DNA (Plants don't count for some reason, and the Entities don't have DNA) and focusing on it for a few seconds, you can 'acquire' its DNA to be used as a morph. Creatures will go docile during this, which makes the process a bit safer when acquiring dangerous beasts. Morphs come with the instincts of the morphed creature, and while that can be overwhelming at first, you'll be able to act as that animal without difficulties. Anything at least skin-tight will morph with you and will still be there when you morph back. Morphing generally takes about two minutes, but it'll take a shorter amount of time with practice. You can heal yourself by Morphing, which makes the wounds disappear.

Alpha-level Mutant (-3) - Pick a Mutant Power. You get it at the power level of an Alpha-level Mutant (as in notably powerful but with clear limits), the skill level of an unpracticed teenager, and room to grow. To top that all off, to ensure you're able to reach your potential you get the "Comic Book Main Character" advantage for free so that you are intelligent enough to munchkin your power like Magneto does. Possible examples of this ability are Magnetism Manipulation like Magneto, Weather Manipulation like Storm, Time Manipulation like Tempus, Super Speed like Quicksilver, Cryokinesis  like Iceman, and Energy Absorption like Sebastian Shaw. This is basically a blank check for any one power, except for something ridiculous like reality warping or vector manipulation. As a bonus, you can even choose to gain a more significant change in appearance from your mutation such as green hair, giving your appearance an exotic appeal. With enough training and experience, the lines on your limits will become a lot blurrier, at which point you would be considered Omega-level out of general caution rather than your actual power level similarly to how Magneto is considered Omega-level.

Power Ring (-3) - You get a Power Ring of your choice of color between Green for Will, Red for Rage, Blue for Hope, Indigo for Compassion, and Pink for Love, as well as the corresponding Lantern to that color of ring, which recharges without a central power battery. Orange is not an option because it'll drive you insane and Yellow is not an option because its use is either unethical or inefficient depending on your inclinations. Over time and with experience and training, you'll build upon the foundation of your emotion, strengthening your abilities with the ring, but you won't be able to bond with Entities like Ion due to them not existing in the Wormverse. This ring doesn't have restrictions imposed on it as standard Lantern Corps rings do nor malware inherent to certain Lantern organizations, but the ring lacks the technological database inherent to Lantern organization rings. At first it'll be difficult to fly and shoot energy blasts out of the ring even if you consider yourself strong in the relevant emotion, but who knows how far you could take this?

Reach Scarab (-3) - You get a machine implanted in your spine that looks like a Blue Beetle. You can remove this from yourself and put it back, that just hurts a lot. This machine has an onboard AI, which, while somewhat sociopathic and inhuman, is loyal to you. As for what abilities you get from this, starting out this is capable of self-improvement, is capable of building objects and shifting shape through nanotechnology, has highly advanced scanners capable of scanning for life through buildings, can translate any earthly language and project holographic images, can form the expected suit of powered armor over yourself to grant building level superhuman physical abilities and flight, and can create advanced sonic and plasma weaponry capable of harming other Reach Scarab users at this same level. It should go without being said, but this doesn't have any sort of failsafes aimed to subvert the Scarab against the user like how the Reach typically produces this technology.

Low-tier Tinker of Fiction (-2) - Take your pick of one of the following tinker specializations. This doesn't have restrictions on mass production, and you actually comprehend the technology unlike normal tinkers. Additional purchases grant a discount of 1 point, which doesn't stack.

Low-tier Tinker Specializations:

  • Space Opera (Mass Effect, Star Wars, and Star Trek United Federation of Planets tech)
  • Magic Engineering (The Irregular at Magic High School and Lyrical Nanoha magitech)
  • Pokemon Academics  (Includes Biotinkering that caps out on the level of Mewtwo and Genesect, can be used to learn things like Aura and Psionics)
  • Urban Future (Ghost in the Shell, Portal, Psycho-Pass, Batman Beyond, Watch Dogs, Big Hero 6, and Overwatch tech)
  • Monster Hunters Inc. (Attack on Titan, Danny Phantom Fenton Works, Ghostbusters, God Eater, Plants vs Zombies, and Van Helsing)
  • Extraterrestrial Combat (X-COM, Subnautica, Alien (franchise), and Halo human tech)
  • Artifact Creation (Lord of the Rings artifacts, Teigu from Akame ga Kill, and Legend of Zelda Breath of the Wild Sheikah tech)
  • Marvelous Technology (MCU Earth tech, doesn't include magic)
  • Horrifying Technology (Specifically the tech of Bioshock, Bloodborne, Franken Fran, Nechronica, Stranger Things, Bendy and the Ink Machine, and Tokyo Ghoul)
  • Computers & Robotics (Terminator, Invisible Apartment, Detroit: Become Human, The Matrix, Sword Art Online, Accel World, Fireball, TRON, and .hack tech)
  • Science Adventure tech (Chaos;Head, Steins;Gate, and Robotics;Notes tech, among others)
  • Ship Girls (Kantai Collection)
  • Hellish Technological Solutions (Doom franchise tech)
  • Get in the Robot (Neon Genesis Evangelion SEELE/NERV and Pacific Rim tech)
  • Miskatonic Academics (The Miskatonic)
  • Anachronistic Technology (Assassin's Creed, Back to the Future 2015, Clockwork Planet clockwork, Fallout, and Frostpunk)
  • Superhuman Creation (The Boys, Marvel Cinematic Universe, Mob Psycho 100, Spider-man Trilogy, and X-Men movies superhuman creation tech)


Powers: Greater

Mid-tier RPG Player (-3) - You can make a build for a beginner-level player character for one of the following systems on par with a Level 1 D&D character. For reference, this means you start out as a reasonable beginner-level character of your chosen system, with the relevant items, such as a D&D Wizard with their spellbook and a pouch of material components or a Naruto Shinobi with Kunai, Shuriken, and a chainmail undershirt. The reason why these systems are considered "mid-tier" is that they have less significant growth caps. With each purchase you will get a mental archive of information that should make up for you not being in that RPG's setting, and your growth in that system will be faster the more you use it in conflict or to solve problems. You will be able to teach other people any system you buy and get a 1 point discount on any Low-tier or Mid-tier RPG Player purchases (discounts don't stack).

Mid-tier RPG Player Systems:

  1. Dungeons & Dragons (You get 4 levels to be set as you make your build)
  2. The Unauthorized Nasuverse RPG (Mystery isn't limited as you might expect, but in turn, don't expect your magic to be stronger because there aren't Mages on Earth Bet. )
  3. Pathfinder
  4. World of Five Nations
  5. The Unofficial Elder Scrolls RPG
  6. Disney Villains Victorious (This can draw from the base setting and Gridlocked)
  7. Buffy the Vampire Slayer Roleplaying Game
  8. Mage the Awakening

Demi-Servant (-4) - Pick a Servant. Now pick a Servant other than Gilgamesh, as I don't want to be responsible for your brain death due to Gilgamesh taking over your body. If you haven't picked their class, pick the Class of that Servant you want. You get their abilities reduced to the level of a particularly powerful parahuman, as well as a free purchase of the "The Unauthorized Nasuverse RPG" system of Mid-tier RPG Player, without the inherent discount. You don't have the memories of your chosen Servant, but their inclinations and personality may bleed through into yours. With time, study, training, and experience, perhaps you will grow beyond the level of the real thing.


Gamer (-4) - Your life is a game! An RPG to be precise. You have a Gamer's Body, granting the physical statistics of Strength, Constitution, and Agility as measurable statistics that can be quickly and efficiently improved through training, practice, and generic experience, immunity to exhaustion, hunger, thirst, and physical infirmity, and the capability of healing instantly with food and rest. More importantly, you have a Gamer's Mind, granting you immunity to most mental effects, the mental statistics of Intelligence and Wisdom which can be improved in the same way as the previously mentioned physical statistics, and the ability to train your skills in the same way as your stats. You can even get money and equipment drops from the enemies you defeat. Additionally, if you have some supernatural abilities, then this ability adapts to suit them in the same way as other forms of growth, but it doesn't come with anything like magic. It can adapt in rather odd but useful ways, such as making a minimap if you have access to supernatural perception or having an organized inventory if you gain some form of personal pocket dimension, but it won't grant any of that unless it's building off of something quantifiable.

A World We Must Defend (-4) - Pick a Starter Pokemon, such as one of the main series elemental starters or even an Eevee. You gain the ability to turn into that Pokemon and back into your human form. As you practice, train, and participate in combat, you will grow in this form, and will even be able to unlock other Pokemon forms to transform into, inclined to your needs and preferences, if generally lacking in power. Unfortunately, Arceus and the Creation Trio are off the table for this ability, apparently they don't like copycats. You don't need special circumstances like evolution stones to evolve to gain a certain Pokemon's evolution as you can gain them like you can other transformations and you aren't restricted to using only four moves.

One Man Hero Association (-4) - You get a rather potent ability comparable to Eidolon in versatility. Simply pick a hero from the Hero Association in One Punch Man to gain their abilities and standard gear. You can even choose to look and act like them while you use their abilities. This can only be used to copy one S-Class Hero, two A-Class Heroes, three B-Class Heroes, or six C-Class Heroes at a time, and can't be used to copy Saitama. You are aware of the various Hero Association heroes through a mental archive listing them and their abilities. It is worth nothing that the personality and inclinations of these heroes can bleed through into your own, even if you don't try to act like them.

The Fourth Primogenitor (-4) - You become a Vampire. What makes this different from the lesser Vampire option is that this regeneration is based on time reversal, your weakness to sunlight is more a sense of discomfort, you don't need to drink blood to survive, and you get 12 powerful familiars that you can summon once you "unlock" them by drinking enough blood instead of self-biokinesis. This power is a bit too... erotic for some people's tastes, specifically in the act of sucking blood. You get the urge to suck blood, but you can resist it. You also get a nosebleed while aroused, so that's a thing. The familiars are absurdly powerful, with the weakest having potent control over electromagnetism or  sound, and the strongest having absurd conceptual abilities. As you unlock these familiars, you will also gain a fraction of their power to use yourself.

Legendary Weapon (-4) - Pick a weapon, such as a Sword, Bow, Spear, Shield, Axe, Whip, Hammer, Cane, or Scythe, although it can't be smaller than a Gauntlet or bigger than a Galleon. You gain a sort of gamer interface system, letting you grow with experience extremely quickly, even having companions that grow alongside you almost as quickly if they're in your party, although your experience in split between each companion, and you even get an inventory system. Your choice of weapon has a special effect unique to it, such as the Bow creating arrows out of magic and the Shield extending a part of its durability to your own body. You gain magical abilities based around your choice of weapon as you develop. You can copy other weapons of the same type as your chosen weapon with a glance, or gain new forms of your weapon by copying various unique materials,  gaining a tiny but measurable boost in power each time. Your weapon will be bound to you, ensuring that it is never far from hand. How far can this be developed? Infinitely. As for the downside, your Legendary Weapon won't let you use other weapons during your stay in Worm.

Style Inventor (-4) - Your words can have real power to them. I mean that literally, as you have the ability to make "styles", which allow you to manipulate reality through language, even puns and body language. For example, by focusing on and pondering over the use of the word "Therefore" for a few months, you might be able to make the "Contradictory Conjunction" style which materializes the lowest possible outcome of a situation, such as cutting through a huge, resilient object. This doesn't need to only be in the form of words, in that as long as the meaning can be considered to have been communicated, even indirectly through body language, puns, and alternative interpretations of words, the style can be used. You can teach others to use these Styles.

Original Omnitrix (-4) - You know that Omnitrix listed further above? You get much the same thing, but you aren't limited from unlocking the likes of Celestialsapiens and Najians. On top of that, few free to pick a gimmick to be added onto this Omnitrix, like Ultimate Forms, a Slimebiote, the ability to use the powers of your transformations in your base form, and the ability to combine two forms into a form greater than the sum of their parts, just to give you some ideas. As a warning, don't expect beating the Entities to be easy even with a Celestialsapien form, as that species has numerous weaknesses, such as multiversal time manipulation bypassing their invulnerability and magic capable of taking away their abilities, not to mention your need to get multiple normally conflicting personalities to agree with each other. With this, you have access to all the alien DNA in the Ben 10 Multiverse.

Time Lord (-4) - You get Time Lord physiology and a Tardis with a library in it covering a massive amount of Gallifreyan knowledge, which recognizes you as it's owner. Time Lords have an advanced and different physiology, having two hearts, a variety of biological tricks to help stay alive, slightly superhuman physical abilities, being a Complex Space-Time Event which in layman's terms means you have the power of probability manipulation, and frankly unrivaled intelligence from their ability to bypass the requirement of a human's mathematical formulation, instead instinctively understanding the world to the point of being able to mentally simulate the world well enough to predict the future. You could do things that could be considered on the same level as actual magic, and that's just with what you'll be able to immediately grasp. What you could do beyond that... Well, that'll be up to you to grasp, but don't expect learning dimensional science beyond what the Entities use to be easy.

Blacklight Virus (-4) - You gain self-biokinesis, regeneration, shapeshifting, adaptation, and the ability to absorb biological material into yourself from the Blacklight Virus. This is rather nightmarish power for many residents of Earth Bet due to the actions of Nilbog, Crawler, and Bonesaw, so I would suggest you act carefully with it.

All-Star Superman (-4) - You get all the powers of Superman... from before he was exposed to any yellow sunlight. Despite that, you still have notably superhuman physical abilities with the corresponding mass to them such that it would take multiple athletic people to lift you if you were paralyzed, and with a bit of sunlight, you’ll quickly gain the ability to leverage your strength better and shift your weight to what a human should weigh. In time and with experience and yellow sunlight exposure, you'll grow, to the point that you could eventually become immune to the weaknesses of a Kryptonian such as radiation, telepathy, and even magic, but you definitely shouldn’t do something crazy like taking a dip in the sun anytime soon. Over time, you’ll gain insane physical abilities, incredible intelligence, flight, x-ray vision, heat vision, super breath, enhanced hearing, a minor healing factor, and tactile telekinesis, and that could be considered only a tiny fragment of your full potential. As you grow in power, you will only grow more connected with the world. It should go without saying, but if you push yourself you'll improve faster, pushing past your limits.

Grand Order (-4) - Pick a Servant from Fate/Grand Order with less than 4 Stars. You get the ability to summon that Servant, in a rather weak form, able to fuel their combat abilities as a Master at basically no cost to yourself, and three command seals that regenerate at a rate of one per day. You see, these newly summoned Servants haven't been enhanced from their base summoning in any way, so they are basically on the level of a decent cape rather than the absurdity that you often see in Fate, lacking two of their three main skills and most of their power. How can you improve these Servants, you may be asking? The answer is simple. You can enhance them in the same way as in Fate/Grand Order, getting the needed material by "grinding" against gangs, villains, and monsters, and you are even able to get Saint Quartz to summon more Servants (You'll likely summon things like knives much more, though). It should be worth noting that you yourself don't get the ability to use magic through this, only the Servants you summon can and to best fuel your Servant's combat abilities like a Master, you'll need to be nearby them if they don't have an alternative like Independent Action. With this power alone, you'll only be able to fuel a maximum of 2 Servants combat abilities when you start out, or 6 Servants combat abilities when you reach the peak of this power (including the initial free Servant). Keep in mind that your Servants can very well be a threat to you and each other.

Reincarnated Devil (-4) - You have reincarnated as a Devil from Highschool DxD! You gain superhuman strength and endurance, enhanced senses including the ability to see in the dark, the ability to manifest black wings, longevity, and a natural aptitude towards magic. Beyond that, by establishing a business relationship a Devil can gain more power from giving a particular service to a human, such as babysitting. Both parties have to agree to it, and the Devil has to fulfill their end of the bargain to the satisfaction of the contractee, but once they do they gain a very slight increase in power. Unfortunately, you share in a Devil's weakness to anything that could be considered "Holy", so religious activities like going to Church are likely going to be a thing of the past. As a bonus, you gain an instinct towards learning and using magic on the level of an unrivaled prodigy, having much greater magic reserves than the average Devil, greatly increased magical power, and use spells so efficiently that they simply use less energy than they otherwise would. The benefits from this aren't limited to Highschool DxD magic, even things that could only indirectly be considered magic, such as Chakra or Aura, would be similarly enhanced.

Izuru Kamukura (-4) - Ultimate Talent, period. Where a computer science tinker might be rivaled by an Ultimate Programmer but that same Ultimate Programmer wouldn't match a medical tinker, you can do so much more. Over the course of a year, with moderate effort, you could become an Ultimate at every talent known to man, and nothing says you can't go further. As a bonus, you won't lose your empathy from this unless you desire to.

Saiyan (-4) - You gain a Saiyan's physiology, granting you superhuman physical abilities, a lust for combat comparable to a Parahuman's conflict drive, longevity, a monkey tail which can be considered more akin to a curse, a natural affinity for using Ki, the ability to quickly grow through training, and Saiyan Power, a special ability which allows you to rapidly grow in power when enduring great struggles in battle and recovering from great injuries. On top of all of that, you'll get an outstandingly prodigious talent for learning Ki even among Saiyans. Of course, you don't start out with any experience with Ki, so you'll be learning on your own without any form of teacher. You can teach other people to use Ki, it'd just be exceptionally difficult to grasp even the basics for most people.

Mid-tier Tinker of Fiction (-4) - Take your pick of one of the following tinker specializations. This doesn't have restrictions on mass production, you actually comprehend the technology unlike normal tinkers, and can be bought more than once for different tinker specializations at a 1 point discount which doesn't stack.

Mid-tier Tinker Specializations:

  1. Marvelous technology (Reed Richard's, Tony Stark's, T'Challa's, and Hank Pym's tech from Marvel Comics)
  2. Top Eight Smartest DC Heroes (DC Comics, specifically the tech of Batman, Mr. Terrific, Toymaster, Cyborg, Brainiac 5, Lex Luthor, Ray Palmer, and Ryan Choi)
  3. Rick Sanchez's tech (Rick and Morty)
  4. Asylum Science (D.Y.N. Freaks)
  5. Azur Lane Science (Tech from Azur Lane)
  6. Magic Formula (Blazblue)
  7. Eggman Empire R&D (Doctor Eggman's tech from the Sonic franchise)
  8. Eldritch technology (CthulhuTech)
  9. Anomaly Creation (SCP Foundation)
  10. Plumbing (Ben 10 tech, doesn't include Naljian and Contumelian tech),  
  11. Angel Notes (Nasuverse human tech)
  12. Techmarine (Warhammer 40k human tech)


Powers: World-Breaking

Kaleidoscope (-10 Points) - 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 by your creativity, imagination, experience, and whatever you're trying to work with. Be careful of a poke in the third eye. 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, but what would stop an Entity from following you?

Spiral Power (-6 Points) - You gain the power of evolution, Spiral Power, which defies conservation of energy. The amount of Spiral Power produced by you is based on your limitations and willpower. It has infinite potential and applications. With this, your Spiral Power has been awakened, and as you advance, your Spiral Power will grow. At the start, you won't be able to do much, basically just having a minor Brute power giving you slightly superhuman strength and speed, and a minor Striker power giving you the ability to enhance things in a similar way to your Brute power and operating vehicles without the necessary key or fuel, but with time and adversity, you will find yourself growing endlessly, and it might not be long before you find yourself operating a mecha millions of light-years tall fighting Scion. It is worth noting that while you can teach people to use Spiral Power, it won't come naturally to them like it might in other circumstances.

Triad Prana (-8 Points) - Some of the rarest and most valuable parahumans are those that can affect the powers of others. People who nullify allow enemy parahumans to be subdued as easily as an unpowered human being, those who boost others powers giving their allies a much needed edge over the opposition. Some even have the ability to copy or steal powers temporarily. You have the power of the Triad Prana, which allows you to do all of that... with other superpowers. With the Triad Prana, you can create superpowers, give them to other people, amplify superpowers, and take away these same powers. The Entities having the capability of keeping this from affecting their powers directly doesn't make it so that this power can't be used against them, it just makes it more difficult.


Emperor of Mankind (-8 Points)  - Within you blooms unparalleled psychic might and impossibly vast vistas of knowledge. Any knowledge or skill that was possessed by a human 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 as it does in the 40k universe, meaning that the perils of the warp aren't particularly notable. 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 than 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.

Meta Archangel (-6 Points) - From The Games We Play, if you aren't familiar imagine a reincarnated god cultivating their soul to reach their previous power, cultivating at an insane pace due to their being a god, with a fragment of their domain as their soul-based superpower, which every cultivator has an equivalent to, but the god's is outlandishly powerful and versatile due to being a domain over reality. Some possible examples of this domain's manifestation is through a Gamer RPG system, through seeing the world as a story and manipulating that story, psychokinesis as in control over physical reality, Vector Manipulation, the perception and manipulation of the souls that make up reality itself in the aptly named Heaven's Feel, the ability to perceive reality on a conceptual level in order to make Pacts with them through "Submitting" to them in order for that part of reality to become part of his power, the ability to intuitively learn anything through an ability called Intuitive Aptitude, Boundary Manipulation, and more. Feel free to pick a domain, or "meta semblance" yourself.

High-tier RPG Player (-8 Points) - Rather than the magic system of any specific setting, you gain access to the magic system of every popular fictional setting. However, you still start out as the equivalent of a Level 1 D&D character. The catch? You're doing this with GURPS rules.

Throne of Heroes (-8 Points) - You gain access to the Throne of Heroes. Which Hero? Every Hero that has gone down in human history as a legend has ascended into a Godlike state known as that of a Heroic Spirit, of which you can access some of that power by calling upon a "Class" of a specific Heroic Spirit. The Classes consist of the following: Saber for heroes of the Sword, Archer for heroes of the Bow or an equivalent such as a Sling, Lancer for heroes of the Lance or equivalent such as a Spear, Assassin for assassin-type heroes, Rider for heroes that use mounts such as a Chariot or Dragon, Caster for heroes of the arts such as Music, Science, Engineering, Magic, and Painting, Berserker for heroes that are known their rage, Avenger for heroes that are known for their vengeance, and Brawler for heroes known for hand to hand combat. For reference, Heroes aren't considered to be "good" to qualify, instead they are considered to be those that are admired for their achievements and abilities, and this can even include "What-If" possibilities of existing heroes. To access this power, you have a mental database of heroes describing their history, personality, and abilities specific to each class they qualify for, which you can intuitively search through for specific details and even general compatibility. To use this power, you have three options. The first and potentially least magically exhausting option is to simply summon Heroes to your side, the more powerful the more exhausting summoning them would be, and expend exhaustion on maintaining their presence. If they die, then they simply return to the Throne of Heroes. They are summoned with an "update" of sorts, making their presence in the modern world much more reasonable. The second option is to summon a significant fraction of their power to gain those abilities yourself without actually summoning the Hero's personality. The third option is to summon their power to gain their power yourself, with their personalities having a presence that could potentially take over your body in a worst case scenario or influence your personality and advise you in a best case scenario. You will grow into this power with time, training, and experience, and can use things created by these Heroes even when those Heroes aren't summoned. This comes with a free purchase of Mid-tier RPG Player with "The Unauthorized Nasuverse RPG" as the system as a bonus, which includes the discount, as well as a significant bonus to your magical circuit count and quality, enough to make using this power reasonable. Discounts don't stack. This power will update to each world you visit, so long as it's inhabitants are human.

Firebird (-6) - You have become the host of the Phoenix Force, an immortal and immutable manifestation of the force of life and passion. You start with notable telepathy, telekinesis, and precognition, but you have so much more power to grow into through learning to draw on the Phoenix Force, such as teleportation, immortality, time manipulation, resurrection, reality warping, and even more beyond that. Of course, you'll also have to deal with the Phoenix Force... which is easier said than done.

Slime Reincarnation (-6 Points) - You reincarnate as a Slime. As a Slime, you are a monster that doesn't need to breathe, sleep, or eat, as you can survive only on magicules, a fundamental particle of magic, in the atmosphere efficiently enough that this works as described even in "low-magic" worlds like your home world. Due to your nature as a slime, you get the "Intrinsic Skill" of "Self-Regeneration", which allows you to regenerate from injuries on the level of regenerating lost limbs. You also get the "Unique Skills" of "Great Sage", which is basically a magic supercomputer connected to your mind which allows you to rapidly master skills and increase your power level, and "Predator", which basically lets you eat things without killing them, analyze the things you eat, and copy the abilities of the things you eat. You can even name non-human beings to enhance their physical body into a humanoid state and grant them intelligence and a significant amount of magical power. Finally, you get the "Voice of the World", which is where your game-like skills come from. You start out blind as a Slime, so it is recommended that you try to sense magicules in the air to fix that, "Great Sage" will simply make it so that it is done in an instant.

High-tier Tinker of Fiction (-8 Points) - You are practically the Tinker version of a better Eidolon. You have 3 slots of powers that can be filled with very powerful but somewhat random tinker specializations, each based off of different fictions that you can change at any time you want. Example specializations on this level are Marvel Comics tech, DC Comics tech, Warhammer 40k tech, Ben 10 tech, and Gallifreyan tech. You can also switch out quality for quantity and have six weaker tinker specializations instead of three stronger ones. You actually comprehend this technology and can mass produce it unlike other tinkers, so you won't have any problems maintaining your tinker tech after swapping tinker specializations outside of particularly specific and unusual issues.

White Lantern (-6) - You get a White Lantern Power Ring for the emotion of Life. This allows you to use the abilities of the emotional color of white, which includes the abilities of every emotional color except for the emotion of death, Black, as well as abilities unique to the White Light, such as resurrection. The nature of the White Light is such that it is much stronger and more efficient than the other emotional colors, such that you would start out head and shoulders above a lesser power ring and could charge your ring by simply living. Now, you might be wondering what exactly the "emotion" of living is. Quite simply, it's living, which can be in the form of watching a movie, kissing a girl, fighting a bully, and anything else that you would consider part of living your life. Over time, you'll build upon the foundation of life, strengthening your abilities with the ring.

Planeswalker Spark (-8) - You gain a Planeswalker Spark, granting you the ability to travel the omniverse, if not with the same ease as the Kaleidoscope power does. On top of that, you gain the ability to use the places you go through as sources for magic, categorized into five colors, specifically White, Blue, Black, Red, and Green, as well as being able to use Colourless sources, due to your ability to understand and mold mana becoming incredibly intuitive from this. Of course, the Entities could just follow you if you walked on home, as with the Kaleidoscope.

Evil God Fragment (-6) - You will have absorbed the fragment of a godly being into your body, granting you a tiny part of the power of that godly being, and with time and practice you can grow to the same level of power as that being. Be warned though, as you look into the abyss, the abyss will look into you, and those that fight monsters should be careful not to become monsters themselves. You can choose a fragment from a specific being to get one from it, such as a black mask called Faceless Black from Nyarlathotep granting access to the countless forms of Nyarlathotep, a golden eye implanted in place of one of your existing eyes called Infinite Colour from Yog-Sothoth granting incredible control and power over space and time, a symbiote in your eyes called Aberrative Dark from Shub-Niggurath granting control over most forms of life including eldritch things like Shoggoths which blacks out your eyes with a dark ooze when used, or a piece of coral sunk into your body called Unclean Green from Cthulhu granting the ability to call upon the power of Cthulhu by shifting your being closer to that of Cthulhu.

Omnitrix (-6) - You know how the Omnitrix outlined earlier limits you to aliens from the Ben 10 multiverse? This doesn't have that. This holds all the other qualities of that Omnitrix, except it comes with more alien forms, specifically Cannonbolt, Wildvine,  Buzzshock, Arctiguana, Blitzwolfer, Upchuck, Snare-oh, Frankenstrike, Ditto, Eye Guy, Swampfire, Echo Echo, Humungousaur, Jetray, Chromastone, Brainstorm, Spidermonkey, Goop, Lodestar, Rath, Nanomech, Water Hazard, AmpFibian, Armodrillo, Terraspin, NRG, Fasttrack, Chamalien, Eatle, Juryrigg, Shocksquatch, Bloxx, Gravattack, Crashhopper, Ball Weevil, Kickin Hawk, Astrodacyl, Bullfrag, ten aliens of your choice with similar power to those already included, and a life-form lock feature which allows you to stay in a single form indefinitely, however your Omnitrix's recharge will be significantly longer when you use it.

Meta Nanites (-6) - You start out with a free purchase of the Omega-1 Nanite power. Beyond that, you need to be introduced to the concept of the "Meta Nanites", five Nanites with nigh-omnipotent power when together and potent conceptual power on their own. You don't start out with mastery of the Meta Nanites, not even close. You start out with one Meta Nanite at 20% of it's full power, and the rest will hide in various places around the world as a safeguard against the Entities. With time, training, and worthiness, you may unlock the full power of the Meta Nanites. Pick one of the following Meta-Nanites: The Purple Nanite with control over technology, which grants the ability to fuse and absorb most forms of technologies excluding extremely advanced ones, and enhances your Omega-1 Nanite abilities. The Blue Nanite with control over the elements, granting the ability to control both fire and ice, able to create fire tornadoes or freeze an entire house in seconds. The White Nanite with control over gravity, granting the ability to create a dome shield to protect yourself, freely fly, and increase gravity to the point of collapsing an entire building with a simple body gesture. The Green Nanite with control over space-time, granting the ability to teleport short distances, speed up time around you by four times over, slow targets down by a quarter of their normal speed, and rewind time by a few seconds at once. The Orange Nanite with control over matter and energy, granting the ability to absorb large amounts of energy, being able to summon it from the skies as lightning, launch lightning from it's user's hands, absorb energy from other external sources like nuclear reactors, and use energy to fly. You will get that Meta-Nanite with the relevant listed abilities, but keep in mind that those abilities are at 20% of the Nanite's full power, so you'll have room to room to grow. When you find the other Meta Nanites hidden across the world, you'll have to go through a test to prove your worthiness for each one, after which you'll get it at 20% of it's full power.

Advantages:

Blank (0) - You are a blindspot to the Wormverse thinker powers. This won't affect the non-Wormverse powers inherent to the World-Breaker difficulty and similar form of non-Wormverse clairvoyance.

Dramatic Luck (-0) - With this, your luck won't necessarily get any better or worse overall... but it will certainly shift things towards more dramatic possibilities within reason. Nameless thugs will be less likely to succeed in killing you unless you're particularly asking for it, and foes that you would otherwise outclass may prove to be more prepared, resourceful, and tenacious than expected. However, even without this I'll still make it so that Scion will see you as "just a normal hero" within reason...you might not want to test your luck in World Breaker mode.

Hero Cooperation Union Exchange Bulletin Board (-0) - You get access to posting on the Hero Cooperation Union Exchange Bulletin Board through a mental interface. Please don't abuse this like certain people do, it wouldn't look good for me.

Plot Armor (-1) - With this, you have a fair degree of plot armor, shifting general odds to be slightly more in your favor, significantly more so when the difference would be life or death, but this weakens the more narratively appropriate something succeeding against you would be. This is significantly more subtle than an Ultimate Talent in Luck.

Comic Book Main Character (-1) - You are a Comic Book Main Character, which means that you are simply above mundane humans. Your physical abilities start at ‘fit’ and can be trained to notably superhuman levels. Your mental abilities start at “intelligent” and with study you can become a comic book-level genius, and your appearance is simply undeniably attractive.

Fiat Enforcement (-1) - You purchased these powers with points, and people can take these away from you without points? That doesn’t sound fair. Any attempt to manipulate, copy, or reproduce your powers without your permission fails automatically, you can use your powers in situations where they normally wouldn't work, such as a Persona in the real world, and you can even use conflicting power sources like Holy and Unholy without issue.

Companion (-1~3) - For 1 point, you can also import an actual companion such as a friend or significant other that gets 2 points to spend as they choose. For each additional point after that, they get 2 more points, for up to a total of 6 points. They get all of the advantages you buy, as well as all of the disadvantages, and match your discounts, without gaining or losing any points, can't take any disadvantages or gain more companions, and can't get any powers not allowed by your difficulty level.

Full Party (-2~5) - The ideal adventuring party is made up of either 4 or 6 members. That's why you can import 5 companions each getting 4 points or 3 companions each getting 6 points for 5 points, or 5 companions each getting 1 point or 3 companions each getting 2 points for 2 points. This option follows the  structure of the previous companion option, just on a larger scale. If you choose this option, then you can't select the other companion option, and you can't take it more than once.

Power-based Crossover (0) - Did you pick a power with requirements for progression that can't be found on Earth Bet? Feel free to set a crossover through this option to get the requirements in some way, perhaps Pokemon are somehow an invasive species on Earth Bet in the case of Pokemon Trainers, the Reverse Side of the World has everything supernatural except for you when Scion observed the world in the case of Nasuverse Magi, or you might even arrive in Eberron as part of the Wormverse multiverse rather than Earth Bet. Keep in mind that this will come with it's fair share of problems as well, and depending on the change, the Entities may have evolved to suit the crossover, in ways such as somehow nullifying the abilities of gods or perhaps being of more eldritch origin than they are in canon Worm. Additionally, your chosen disadvantages will adapt to fit your chosen change. It is worth noting that you may be able to supplement such requirements with other powers.

Before the Beginning (-1~2) - For one point, you can start out as far back as 2009, so you would have about 4 years before Gold Morning normally starts. For two points, you can start out as far back to November 1st, 1999, the day before Leviathan attacks Kyushu, thus you can save Japan and have almost fourteen years before Gold Morning normally starts.

Hourai Immortal (-1) - Right, this will be a controversial option, to the point that I'm sneaking this in at the end. You gain perfect, absolute immortality, and can share it with others by having them eat your liver…be warned that nobody on this forum has managed to reverse this.

Disadvantages:

Without a Map (+1~2) - For 1 point, you don't get to choose where you arrive on Earth Bet, instead being placed someplace rather inconvenient, such as an Applebee's disgusting dumpster, the border between multiple territorial gang's territories, or the middle of a desert. For 2 points, you get placed somewhere immediately dangerous and inconvenient, such as the Birdcage, Ellisberg, a Cauldron base, or a warzone. Your companions aren't necessarily placed in a different place than you are.

Reincarnation (+0~3) - You can choose to reincarnate into this world as a person of your choice rather than simply be inserted. For 1 point, you don't get the memories of the person you reincarnate as. For 2 points, you reincarnate as a random person. This is incompatible with the "Without a Map" disadvantage.

Outed (+1) - You won't have a secret identity. Circumstances will align where you use powers openly and famously in your civilian identity. You might want to preempt that by becoming an open cape.

Hunted (+1~3) - There are various Worm worlds with organizations paranoid of anything new or strange, who would be fated to hunt you down. For one point, the group is a moderately powerful regional organization (the ABB, E88, Merchants, Teeth, Adepts, a PRT/Protectorate Branch). For two points instead of that one point, the group is a powerful and/or far reaching threat (the Slaughterhouse 9, the entire PRT/Protectorate, Gesellschaft, Cauldron, the Endbringers). For another point, the group wants you dead and will stop at nothing to kill you, even violating the Unwritten Rules, the Endbringer Truce, or attack cycle (for Endbringers).

Evil A.I. - (+4) - An A.I. dedicated to the subjugation and/or eradication of humanity has emerged. Maybe the Dragonslayers screwed with Dragon's code or perhaps a failed prototype of Andrew Richter has become active. Whatever the case, there is now an A.I. that probably wants you dead, and it isn't going to be easy to take it offline.

Rise of the Endbringers (+6) - There were originally three, but now their kin have risen. They have broken free from Eidolon's subconscious control, and now all twenty of the Endbringers have materialized into the world to fulfill their original purpose of causing destruction and sowing conflict. They're not holding back as much as they used to, and their attacks happen much more frequently.

Crossover Threat (+1~4) - Take your most expensive power, and gain half of it's points rounded up. A significant threat from the Crossover has arrived before you did, and will likely see you as a threat. For 1 point, it's something along the lines of a single, talented person, like a Team Rocket Admin. For 2 points, it's a top tier person like Giovanni, one who has his superiors but is definitely a threat. For 3 points, it could be comparable to an Endbringer like Mewtwo. For 4 points, it would be superior to a Wormverse Entity like Giratina.

Worldline Deviations (+1) - The truth is, not every Worm series World matches your world's canon Worm web serial. If you take this disadvantage, then while broad strokes of the setting may match Worm canon, an unknown amount may be different, but not enough to do something like bring about anything apocalyptic thanks to Contessa. Relying on meta knowledge for anything outside the Entities is ill advised if you take this. This can combine with Power-based Crossover in interesting ways.

Skip to the End (+2~6) - Ah, want to get this over with, do you? For 2 points, you start out a couple months before Gold Morning normally starts. On the bright side, you can still delay it if you manage to kill the Slaughterhouse Nine, but don't expect it to be easy. For 6 points, you start out during Gold Morning.


So, you decided to go through with this. Are you ready to go? Feel free to spend the next day planning things out with your companions and reviewing Worm. If you want, feel free to include a list of what you wish to bring with you, such as a specific set of clothes and a few personal items, but I won't account for more than you can casually carry, as well as a message to leave behind. You and your companions will simply disappear from your world in your sleep, and wake up on Earth Bet.  


I would like to thank Wildbow for creating Worm and allowing fan creations to be made off of it as well as various CYOA, RPG, and Fanfiction creators that assisted in the making of this CYOA through inspiration.

May my thanks be directed to the following.

  1. Wildbow - Author of Worm.
  2. /tg/ - Creator of some of the various Tabletop RPG’s referenced in this CYOA.
  3. The creator of the original Worm CYOAs, who I took inspiration from in making this.
  4. Gary Gygax and Dave Arneson - The creators of Dungeons and Dragons.
  5. Conrad Hubbard and Bill Bridges - The creators of Mage: The Awakening.
  6. Cartoon Network - The creators of Ben 10 and Generator Rex.
  7. Jason Bulmahn - Designer of Pathfinder
  8. Monty Oum - Original director of RWBY
  9. Monk Penguin of Sufficient Velocity - Creator of the “Tinker of Fiction” Worm fanfiction.
  10. Rick Priestley and Alessio Cavatore - Designers of Warhammer 40k
  11. Gainax - Creator of Gurren Lagann.
  12. Ryuugi of Spacebattles - Creator of a fanfiction called The Games We Play, which the Meta Archangel power was based off of.
  13. ONE - Artist of One Punch Man
  14. J. R. R. Tolkien - Creator of Lord of the Rings.
  15. Stan Lee and Steve Ditko - Creators of Marvel Comics.
  16. Malcolm Wheeler-Nicholson - Founder of DC Comics
  17. Satoshi Tajiri - Creator of Pokemon.
  18. Fuse - Author of That Time I Got Reincarnated as a Slime
  19. Kinoko Nasu - Author of the Nasuverse
  20. Kazuma Kamachi - Author of the Toaruverse
  21. Chiyomaru Shikura - Creator of Science Adventure
  22. Nisio Isin and Akira Akatsuki - Creators of Medaka Box
  23. IRON Shin - Creator of Korean action Webtoons series “Sidekicks”
  24. Nisio Isin - Author of Monogatari
  25. Gakuto Mikumo - Author of Strike the Blood
  26. Arc System Works - Creator of BlazBlue
  27. George Lucas - Creator of Star Wars
  28. Electronic Arts, Preston Watamaniuk, Drew Karpyshyn, and Casey Hudson - Creators of Mass Effect.
  29. Hirohiko Araki - Author of Jojo’s Bizarre Adventure
  30. Jim Butcher - Author of Dresden Files
  31. J. K. Rowling - Author of Harry Potter
  32. Sung Sang-Young and Sang-Ah - Author and Illustrator of the “The Gamer” webtoon
  33. Atlus - Developer of Persona
  34. Hiro Mashima - Author and Illustrator of Fairy Tail
  35. Spike Chunsoft - Creator of the Danganronpa series.
  36. Butch Hartman - Creator of Danny Phantom
  37. Eiichiro Oda - Author and Illustrator of One Piece
  38. Aaron Ehasz, Bryan Konietzko, and Michael Dante DiMartino - Creator of the Avatar series
  39. Jonathan Tweet and Mark Rein-Hagen - Original creators of Ars Magica
  40. Kyle Marquis - Author of Genius: The Transgression
  41. Masashi Kishimoto - Author and Illustrator of Naruto.
  42. Bethesda - Creator of the Elder Scrolls series.
  43. Valve - Developer of Portal.
  44. Hiromu Arakawa - Author and illustrator of Fullmetal Alchemist
  45. Kohei Horikoshi - Author and Illustrator of My Hero Academia
  46. Colin Fredericks - Creator of the “Sufficiently Advanced” Tabletop RPG.
  47. Disney - Obvious inspiration of Disney Villains Victorious, as well as the owner of the Marvel Cinematic Universe.
  48. John A. Davis, Steve Oedekerk, and Keith Alcorn - Creators of Jimmy Neutron: Boy Genius
  49. White Wolf Publishing - Publisher of Exalted.
  50. Unknown Worlds Entertainment - Developer and Publisher of Subnautica
  51. Hiroyuki Yoshino - Author of The Qwaser of Stigmata
  52. MicroProse, Hasbro Interactive, Infogrames, 2K Games - Publishers of X-COM series
  53. Gene Roddenberry - Creator of Star Trek
  54. Interplay Entertainment, 14 Degrees East, and Bethesda Softworks - Publishers of the Fallout series.
  55. 2K Games - Publisher of the Bioshock series
  56. Garth Ennis and Darick Robertson - Creator of the “The Boys” comic
  57. Eric Kripke - Developer of the “The Boys” television series.
  58. Radical Entertainment - Developer of the “Prototype” video game.
  59. Katsuhisa Kigitsu - Author and illustrator of Franken Fran
  60. Sucker Punch Productions - Developer of the “Infamous” video game series.
  61. Masamune Shirow - Creator of “Ghost in the Shell”
  62. Tsutomu Sato - Author of “The Irregular At Magic High School”
  63. Reki Kawahara - Author of Sword Art Online.
  64. Shanghai Manjuu and Xiamen Yongshi - Developers of Azur Lane
  65. Sega - Creator of the “Sonic the Hedgehog” series
  66. Okemura - Author of the Hero Cooperation Union Exchange Bulletin Board manga.
  67. Hajime Isayama - Creator of Attack on Titan
  68. FromSoftware - Developer of Bloodborne
  69. 11 bit studios - Developer of Frostpunk
  70. Nintendo - Publisher of “Legend of Zelda”
  71. Nail LaBute - Creator of the “Van Helsing” television series
  72. John McTiernan - Director of the original “Predator” film
  73. Justin Roiland and Dan Harmon - Creators of Rick and Morty.
  74. Mathew Grau - Designer of CthulhuTech
  75. Nitroplus - Developer and Publisher of Demonbane.
  76. RexHeller - Author of "A World We Must Defend", a Worm/Pokemon fanfiction.
  77. Kenkou Cross - Author of Monster Girls Encyclopedia.
  78. Anubis Dread - Author of "Vanity", a Worm/Monster Girls Encyclopedia fanfiction.
  79. chibipoe - Author of "Firebird", a Worm/Marvel Comics fanfiction.
  80. Katherine Applegate and Michael Grant - Authors of the Animorphs series.
  81. ShayneT - Author of "Lodestar", a Worm/X-Men fanfiction.
  82. Kensuke Tanaka and Kadokawa Games - Director of and Developer of Kantai Collection, respectively.
  83. I-400 - Helpful Redditor that assisted in the making of this CYOA.
  84. John Carmack, John Romero, Adrian Carmack, Kevin Cloud, and Tom All - Creators of the Doom franchise.
  85. Ichiei Ishibumi - Author of Highschool DxD.
  86. Rapscallion - Developer and Publisher of the "The Miskatonic" visual novel.
  87. Tim Kring - Screenwriter and producer of Heroes.
  88. ShauneT - Author of Intuition, a Worm/Heroes fanfic.