Introduction
This fic started out on my snippets thread as an experiment in writing something other than Jumpchain, which is all I've done up until now. It was originally going to be your bog-standard Worm v1 CYOA but as I was writing it it started evolving under me, to the point I was notably more deeply inside my alt-Taylor's head than I was inside the head of the SI it was intended to be about.
So I decided to change course and roll with that instead. You'll know it when you get there.
For those expecting a curbstomp fic, this is going to be the opposite of a curbstomp fic. In fact, I'm trying to do a serious exploration of how someone would really react if they were suddenly given vast power and even vaster responsibility, in a human rather than a video game character fashion. And part of that thinking is 'They would react by kinda freaking out a little.'
The fic mentioned below that inspired me to write this? I'm actually going to go wildly divergent from that. Not because I didn't like it, but because the author of the other fic and me are two very different people who write two very different ways.
So there will not be a rationally optimizing powerleveller as the MC. There's going to be a main character who starts with the memories of and struggles with possessing all the emotional issues and scars that canon Taylor Hebert possessed at the start of her journey, even if they're going to evolve with different power in a very different direction. The Being Taylor Is Suffering Drawback will not be handwaved away, even by Invictus. Because my MC is going to concern themself with trying not to become something that, in the process of saving the planet from Scion, would lead them down a road where later on the planet would have to beg to be saved from them.
My creative process is erratic, as anybody who follows my work already knows. The fact that occasional health problems sneak up on me and steal my spoons from time to time certainly doesn't help. In fact, this particular story was once abandoned in my snippets thread when my muse ran out after a couple chapters, and the fact that my muse eventually returned months later is a first for me.
As is, I still can't and won't guarantee that this will reach its eventual ending, or even what that ending will be given how my story outlines often evolve inside my head as I go along. But having built up five chapters' plus an interlude's worth of content its now crossed the threshold of 'five chapters and going' where I told myself I'd move it out of my snippets thread and give it its own story, so, here we are.
I would like to thank the fanfic "Technology Will Win The Day" by sun tzu for providing so many ideas on how to minmax Inspired Inventor, which I will try my best to at least be moderately polite aboutripping off taking inspiration from. 
The Worm v1 CYOA, for reference purposes. (imgur link)
Taylor's CYOA build and list of Inspired Inventor charges will be maintained here in the OP as an ongoing thing, for convenience.
Please note that the CYOA specifically exempts Blank from working on Tattletale or Coil.
Some clarifications on how I interpret Inspired Inventor when charges are put into non-Tinkering specialties such as martial arts.
So I decided to change course and roll with that instead. You'll know it when you get there.
For those expecting a curbstomp fic, this is going to be the opposite of a curbstomp fic. In fact, I'm trying to do a serious exploration of how someone would really react if they were suddenly given vast power and even vaster responsibility, in a human rather than a video game character fashion. And part of that thinking is 'They would react by kinda freaking out a little.'
The fic mentioned below that inspired me to write this? I'm actually going to go wildly divergent from that. Not because I didn't like it, but because the author of the other fic and me are two very different people who write two very different ways.
So there will not be a rationally optimizing powerleveller as the MC. There's going to be a main character who starts with the memories of and struggles with possessing all the emotional issues and scars that canon Taylor Hebert possessed at the start of her journey, even if they're going to evolve with different power in a very different direction. The Being Taylor Is Suffering Drawback will not be handwaved away, even by Invictus. Because my MC is going to concern themself with trying not to become something that, in the process of saving the planet from Scion, would lead them down a road where later on the planet would have to beg to be saved from them.
My creative process is erratic, as anybody who follows my work already knows. The fact that occasional health problems sneak up on me and steal my spoons from time to time certainly doesn't help. In fact, this particular story was once abandoned in my snippets thread when my muse ran out after a couple chapters, and the fact that my muse eventually returned months later is a first for me.
As is, I still can't and won't guarantee that this will reach its eventual ending, or even what that ending will be given how my story outlines often evolve inside my head as I go along. But having built up five chapters' plus an interlude's worth of content its now crossed the threshold of 'five chapters and going' where I told myself I'd move it out of my snippets thread and give it its own story, so, here we are.
I would like to thank the fanfic "Technology Will Win The Day" by sun tzu for providing so many ideas on how to minmax Inspired Inventor, which I will try my best to at least be moderately polite about
The Worm v1 CYOA, for reference purposes. (imgur link)
Taylor's CYOA build and list of Inspired Inventor charges will be maintained here in the OP as an ongoing thing, for convenience.
Reincarnation
Hard Mode (3 pts)
Powers:
Inspired Inventor (2 pts) (1) - You are the world's first Tinker-12. Each day you have ten (counting Shattered Limiter) charges which can be spent to improve your tinker abilities within a specific area or theme. A single charge would make you a good tinker within an area, roughly around Tinker 4-5. Each additional charge after this doubles your abilities (around a two point bump in rating), with no limits to how many times you can spend a charge on a certain area. As a tinker you have superhuman scientific knowledge, understanding, and skill at applying it, able to make or do things that modern science would consider impossible within your theme. Spend a charge on Augmentation and start crafting cybernetics out of scrap. Spend some on medicine and cure cancer in an hour. Should your different themes overlap then they stack, building off of each other and integrating perfectly. All fields of knowledge are viable for this. Spending charges on martial arts would let you design and teach unbelievable fighting styles, and a political science tinker could design forms of government that function better than anything we have today. As long as you have time and resources, there isn't anything you couldn't do. This power does not come from an entity shard and is not subject to shard limits, regardless of any similarities. This includes allowing your Tinkertech to be easily mass-produced. You never have to worry about power use having negative side effects, and it may be toggled on and off at will.
Perks:
Blank (1 pt) (0) - Knowledge is power, and that means that an opponent who knows what your every move will be is an unbelievable threat. By taking this you are completely immune to being perceived by Thinker abilities. Your future and past cannot be observed, clairvoyants cannot detect you, and even danger senses cannot warn their users of an incoming attack by you. This is pervading enough that you cannot even be perceived by noticing blind spots in their sight, such powers simply acting as if you didn't exist. This applies only to uses of such powers that are hostile to you. Other thinker abilities that do not rely on directly perceiving you with the power itself are unaffected. Enhanced senses pick you up just as easily, Tattletale can still read you like an open book, and Coil is still able to perceive you in his split timelines.
Shattered Limiter (1 pt) (-1) - The factors that kept your power's growth and ability in check are completely done away with. At a base this doubles the number of slots and charges you have available. Your power growth skyrockets, with your power doubling in strength every year if you do nothing but live a normal life. Actively fighting on a regular basis drops this down to half a year. Each such interval also increases the number of slots and charges your power provides by one. Your powers refuse to be kept in check, rendering you immune to Trumps who would try to affect your abilities.
Invictus (1 pt) (-2) Your will is absolute, boundless, and unbreakable. By taking this factors such as distress, suffering, and difficulty mean nothing to you. You are capable of undergoing any disaster without batting an eye, ignoring any amount of pain, remaining mentally untouched by even the most terrifying events, and even the most fearsome odds will not give you pause. Abilities that would affect your mind or control you are useless, you shrugging these off as nothing more than an irritant. You will never break, never bow, and even come a thousand apocalypses you will stand as tall and resolute as ever. Being torn in half, locked in a time loop of endless agony for thousands of years, or facing the most hopeless odds are nothing to you.
Complications:
Being Taylor Is Suffering (+2) (0) - Instead of choosing a new life you wake up as Taylor Hebert in the hospital a few days after the locker incident. While before reincarnating woudnd't have any negative effects, Taylor's life has left you with severe depression, trust issues, and in general a very damaged mental state. Your previous life memories combined with having your powers and perks will help, but will still require time and effort to properly recover.
Hard Mode (3 pts)
Powers:
Inspired Inventor (2 pts) (1) - You are the world's first Tinker-12. Each day you have ten (counting Shattered Limiter) charges which can be spent to improve your tinker abilities within a specific area or theme. A single charge would make you a good tinker within an area, roughly around Tinker 4-5. Each additional charge after this doubles your abilities (around a two point bump in rating), with no limits to how many times you can spend a charge on a certain area. As a tinker you have superhuman scientific knowledge, understanding, and skill at applying it, able to make or do things that modern science would consider impossible within your theme. Spend a charge on Augmentation and start crafting cybernetics out of scrap. Spend some on medicine and cure cancer in an hour. Should your different themes overlap then they stack, building off of each other and integrating perfectly. All fields of knowledge are viable for this. Spending charges on martial arts would let you design and teach unbelievable fighting styles, and a political science tinker could design forms of government that function better than anything we have today. As long as you have time and resources, there isn't anything you couldn't do. This power does not come from an entity shard and is not subject to shard limits, regardless of any similarities. This includes allowing your Tinkertech to be easily mass-produced. You never have to worry about power use having negative side effects, and it may be toggled on and off at will.
Perks:
Blank (1 pt) (0) - Knowledge is power, and that means that an opponent who knows what your every move will be is an unbelievable threat. By taking this you are completely immune to being perceived by Thinker abilities. Your future and past cannot be observed, clairvoyants cannot detect you, and even danger senses cannot warn their users of an incoming attack by you. This is pervading enough that you cannot even be perceived by noticing blind spots in their sight, such powers simply acting as if you didn't exist. This applies only to uses of such powers that are hostile to you. Other thinker abilities that do not rely on directly perceiving you with the power itself are unaffected. Enhanced senses pick you up just as easily, Tattletale can still read you like an open book, and Coil is still able to perceive you in his split timelines.
Shattered Limiter (1 pt) (-1) - The factors that kept your power's growth and ability in check are completely done away with. At a base this doubles the number of slots and charges you have available. Your power growth skyrockets, with your power doubling in strength every year if you do nothing but live a normal life. Actively fighting on a regular basis drops this down to half a year. Each such interval also increases the number of slots and charges your power provides by one. Your powers refuse to be kept in check, rendering you immune to Trumps who would try to affect your abilities.
Invictus (1 pt) (-2) Your will is absolute, boundless, and unbreakable. By taking this factors such as distress, suffering, and difficulty mean nothing to you. You are capable of undergoing any disaster without batting an eye, ignoring any amount of pain, remaining mentally untouched by even the most terrifying events, and even the most fearsome odds will not give you pause. Abilities that would affect your mind or control you are useless, you shrugging these off as nothing more than an irritant. You will never break, never bow, and even come a thousand apocalypses you will stand as tall and resolute as ever. Being torn in half, locked in a time loop of endless agony for thousands of years, or facing the most hopeless odds are nothing to you.
Complications:
Being Taylor Is Suffering (+2) (0) - Instead of choosing a new life you wake up as Taylor Hebert in the hospital a few days after the locker incident. While before reincarnating woudnd't have any negative effects, Taylor's life has left you with severe depression, trust issues, and in general a very damaged mental state. Your previous life memories combined with having your powers and perks will help, but will still require time and effort to properly recover.
Adaptation (1 charge)
Basic Science (1 charge)
Chemistry (3 charges)
Communications Engineering (2 charges)
Computer Hacking (3 charge)
Computer Programming (3 charges)
Dimensional Engineering (3 charges)
Endbringer Physiology (3 charges)
Entity Physiology (2 charges)
Efficiency (3 charges)
Electrical Engineering (3 charges)
Forgery (3 charges)
Lawyer (1 charge)
Martial Arts (2 charges)
Mathematics (3 charges)
Mechanical Engineering (3 charges)
Medicine (1 charge)
Modular Design (2 charges)
Physics (3 charges)
Prana-Bindu Disciplines (3 charges)
Primary and Secondary School Curriculum (1 charge)
PRT Agent Training (1 charge)
PRT Bureaucracy (1 charge)
Psychology (1 charge)
Quality Control (3 charges)
Quantum Physics (3 charges)
Resource Management (3 charges)
Ruggedization (3 charges)
Safety Engineering (3 charges)
Salvaging (1 charge)
Shard Physiology (3 charges)
Sleight of Hand (2 charges)
Social Interaction (1 charge)
Stealth Technology (2 charges)
Strategy (1 charge)
Survival, Evasion, Resistance, and Escape (3 charges)
Tactics (1 charge)
Temporal Physics (3 charges)
User Interfaces (2 charges)
Visual Design (1 charge)
Weapons of Mass Destruction (3 charges)
Unspent Charges: As Taylor has dozens of unspent charges accumulated at this point, is banking more at the rate of +10 a day, and is spending them at a rate of less, we've stopped keeping exact track. Simply assume she has enough on hand to cover spending as she goes.
Basic Science (1 charge)
Chemistry (3 charges)
Communications Engineering (2 charges)
Computer Hacking (3 charge)
Computer Programming (3 charges)
Dimensional Engineering (3 charges)
Endbringer Physiology (3 charges)
Entity Physiology (2 charges)
Efficiency (3 charges)
Electrical Engineering (3 charges)
Forgery (3 charges)
Lawyer (1 charge)
Martial Arts (2 charges)
Mathematics (3 charges)
Mechanical Engineering (3 charges)
Medicine (1 charge)
Modular Design (2 charges)
Physics (3 charges)
Prana-Bindu Disciplines (3 charges)
Primary and Secondary School Curriculum (1 charge)
PRT Agent Training (1 charge)
PRT Bureaucracy (1 charge)
Psychology (1 charge)
Quality Control (3 charges)
Quantum Physics (3 charges)
Resource Management (3 charges)
Ruggedization (3 charges)
Safety Engineering (3 charges)
Salvaging (1 charge)
Shard Physiology (3 charges)
Sleight of Hand (2 charges)
Social Interaction (1 charge)
Stealth Technology (2 charges)
Strategy (1 charge)
Survival, Evasion, Resistance, and Escape (3 charges)
Tactics (1 charge)
Temporal Physics (3 charges)
User Interfaces (2 charges)
Visual Design (1 charge)
Weapons of Mass Destruction (3 charges)
Unspent Charges: As Taylor has dozens of unspent charges accumulated at this point, is banking more at the rate of +10 a day, and is spending them at a rate of less, we've stopped keeping exact track. Simply assume she has enough on hand to cover spending as she goes.
Please note that the CYOA specifically exempts Blank from working on Tattletale or Coil.
Some clarifications on how I interpret Inspired Inventor when charges are put into non-Tinkering specialties such as martial arts.
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