NOTE: This was my first attempt at a CYOA/scenario maker, and I think I chose way too vague of a premise; what are you making? A being. What does it do? Anything. Why are you making it? Science. Not the kind of premise that works well with a finite list of options. As a result, I quit at the very end before I bothered to figure out how many units of lead you should get. I've left it as [NUMBER] because that's kinda funny, but if you want an actual number then 10 might be fine. A recent revolution in the science of alchemy has revealed the secret to turning lead into gold, but you've set your sights even higher: You've figured out how to turn lead into LIFE! Unfortunately, the whole "lead-into-gold" thing has made the price of lead explode, so you've only got your limited stockpile of lead to work with. Fortunately, that's plenty to build your creation (I was going to call it a homunculus but it turns out that means "small human") AND add some special features to it! After the lead required to get the basics of a living being, you have [NUMBER] units of lead left over to add extras. Each option will have a number in parentheses, like (2), which will represent its lead cost. Some may have negative costs, where you can save lead... with a drawback. Some options will have upgrades, which will have an added lead cost on top of the original option's cost. With that out of the way, let the alchemy begin! SIZE: Starting with the basics, how big is your creation? Choose one: Small (0): A small creation can be about as big as a human baby or a housecat. Easy to create, with low risk of a Frankenstein incident. Medium (1): An extra lead lets your creation be about as big as an adult human or wolf. A convenient size for intelligent life should you go that route, and good for standing on equal footing with you. Large (2): With this your creation could tower over most humans at around 9 feet tall, or as large as a hippo. A powerful creation, just try your best to avoid making it angry. Huge (3): Are you making an elephant?! You're getting into dangerous territory here! Though perhaps true science is less about what you should do, and more about what you could... Tiny (-1): Save on lead by making your creation no larger than a hamster. Efficient and cute, with plenty of room for intelligence and superpowers! Collossal (5): Your creation is the size of a house. Or a whale. You've made a proper giant. Potential risks include destruction of property, accidentally getting stepped on, and the millitary trying to weaponize your creation. SHAPE: What does your creation actually look like, and how does its body work? Choose one: Animal (0): Anything from a dog to an ant to a whale to a parrot, you could shape your creation to be any natural animal. You could even make it human-shaped, though it'll be visually obvious that the creation isn't actually a human. While the base animal's charactaristics will be copied (birds can fly, fish need water, etc), you don't need to match the size; thermodynamics be damned, you can make an elephant-sized mouse or a cat-sized lion. Most aspects of its appearance can be altered as well, for those who want a neon-green wolf. Inorganic (0): This isn't REALLY a natural being, so why pretend like it is? This option gives your creation a non-organic body, such as metal, clay, or even just lead. You can shape it however you desire, and it will be able to move just fine, but it won't have any natural body functions like a heart or the ability to eat. It will also need manual repairs when its body is damaged, though with enough intelligence it can learn to repair itself. Mutant/Mythological (1): Ascending beyond the natural world, you can alter a natural animal by sticking wings to a wolf or giving a fish legs! Or create dragons and pheonixes and werewolves and three-headed dogs! While simple and natural abilities can be obtained this way (dragons can fly, etc), any special, mystical, or supernatural charactaristics must be added separately (dragons can't breathe fire, phoenixes aren't immortal). You can also use this as a catch-all option for any sort of creature besides a natural animal, such as a pokemon. Plant (-1): Turns out it's way easier to create relatively stationary life rather than a moving animal. This option includes any kind of creation that can't move around on its own, such as a plant, statue, rock, etc. This doesn't mean inanimate; your creation can have limbs and a mouth and such, whatever shape you desire so long as it can't walk, fly, or swim. Strange (1): Nature and biology can take a hike, you're gonna make life and you're gonna make it WEIRD! Floating cube, sphere of pure darkness, writhing mass of limbs with no torso in sight, even an intangible ghost! You can give your creation a body that could not possibly be alive, and yet it lives. You can't give your creation any special powers this way, but you can give it physical charactaristics and bodily functions; a creation of living liquid can fit through tiny gaps, a sentient spring can scrunch up and bounce, etc. INTELLIGENCE: Just as fundumental as the body is the mind of your creation, starting with its mental capabilities. Choose one: Beast (0): Your creation's mind is comparable to a simple animal. It runs mostly on instinct and emotion, and while it has some pattern-recognition skills, its ability to learn is limited. Its instincts will include the level of loyalty it has to you. Clever (1): Your creation is about as smart as a dog, crow, or other intelligent creature. It can learn a lot and come up with creative solutions to problems, even approaching human-level intelligence. However, language is a tricky thing, and without a brain specialized for it your creation will have a hard time communicating, which will limit its ability to learn. Human (2): Your creation has the same mental capabilities as a human, though it won't be born with any knowledge. Given time and teaching, it will learn to understand and speak human languages, and will be as intelligent as an adult human. LOYALTY: You can spend some extra lead here to help avoid ending up like Frankenstein. Choose one: Default (0): By default, your creation will be trusting and relatively friendly toward you, but will not view you as an authority figure. The exact details will vary based on its intelligence level, but in general it will feel comfortable around you unless you start doing things that it doesn't like. Obedient (1): Your creation will be very trusting toward you, and will obey orders and/or let you do things to it even if that makes it uncomfortable, as it assumes you know best and wants to make you happy/serve you. However, it does have boundaries and desires; if you push it too far or too much, it will start pushing back. Control (2): You will have absolute authority over your creation. It will obey your orders to the best of its ability, either putting your desires before its own or not having any desires in the first place. Its ability to understand your orders is dependent on its intelligence; a Clever creation can be taught various commands, but a Beast will be much harder to command. Mind Transfer (2): Sidestep the issue of loyalty altogether by putting your own brain into your creation! Or the mind of any willing subject. A nifty trick if your dog has a terminal disease or if your friend really wants to turn into a dragon. Whether or not this can extend a natural lifespan is a subject of ongoing research in the alchemy community. Alternatively, you can also use this option to copy a willing subject's mind into the creation, creating a clone! In any case, the Intelligence option you chose is still in effect; transferring your mind into a brain that can't physically handle it will limit your mental capabilities, and transferring your dog's mind into a human-level brain will let you finally talk with your furry friend. Now that all of your creation's primary attributes are settled, it's time to get to the extra stuff! The below options are all optional perks to spruce up your creation into something truly unique. Personality (1): By default, your creation's personality will be up to chance. Some extra lead will let you shape its brain to give it whatever personality you want. This can be used as a form of loyalty, but not loyalty to you specifically; if you make your creation very trusting and forgiving, it will be just as trusting toward anyone it encounters. Shapeshifting (1): Your creation's body is malleable, and can change between forms. Whatever Shape category you chose, your creation can change to any shape under that category; an Animal creation can turn into any animal, a Strange creation can become all sorts of weird things, etc. Any injury or other physical affliction will carry over when your creation shapeshifts, and any afflictions that can't exist on the new form, such as a broken bone on an octopus, will prevent shapeshifting to that form. Shapeshifting can't cause your creation to exceed its Size category. Upgrade - Extra Forms (1 + X, X can't be negative): Choose another Shape category that costs X or less. Your creation can now shapeshift into forms of that shape as well as its original. You can't buy this upgrade if you chose Plant as your creation's Shape category. Skilled (1): Choose a physical or mental skill, such as martial arts, knitting, or mathematics. Your creation is naturally talented and knowledgable about that skill. This perk can be bought multiple times to get different skills. Upgrade - Savant (2): Your creation is a master and a genius in the chosen skill, fit to compete against the greatest human masters. This upgrade can be bought once for each different skill bought. Durable (1): Your creation is very resistant to physical damage; falling debris, explosions, fire, and more can be mostly shrugged off, regardless of what it's made of. It can take small amounts of damage that will add up if not repaired/given time to heal, and extreme damage like sinking into lava or a nuclear bomb can destroy it. Upgrade - Invincible (1): Enjoy a lava bath and survive nuclear war, the only way this thing is breaking is by being taken apart by alchemy. Strength (1): Your creation is disproportionately strong for its size, and the smaller the size, the more disproportionate the strength! Small creations can lift furniture, and medium creations can carry a couch! Perceptive (1): Your creation's sight, hearing, smell, etc. are powerful and sensitive. Alternatively, you give your creation a powerful special sense, such as echolocation, shark-style electroreception, or the ability to sense magic/alchemical energy. You can buy this perk multiple times to get different options. Telepathy (1): From up to a mile away, your creation can telepathically communicate with anyone they know of, transmitting sounds, images, and feelings. The target of the communication can respond in the same manner. You, the creator, can initiate communication with your creation as well. Flight (1): Your creation can float up into the air. If it can already fly (typically by having wings), this makes its flight much faster and easier. Create Element (1): Choose any element, such as fire, water, wood, light, sound, plastic, etc. Your creation can emit the chosen element, from its hands, mouth, or wherever else, potentially launching it with an amount of force proportional to its strength. Anything created this way vanishes after 1 minute. Emitted solid matter is usually in whatever form the element naturally occurs in, or just vague blobs if there is no naturally occuring shape. Control Element (1): Choose any element. Your creation can control that element from a decent distance away, moving and bending it with great strength. Emotion Aura (1): Choose an emotion, such as hope, fear, calm, anger, etc. Your creation passively emits an aura of that emotion, shifting the feelings of anyone nearby. The effect is subtle, and becomes easy to resist if someone knows their emotions are being manipulated and doesn't want it. Regeneration (1): Any missing parts of your creation can grow back, as long as your creation consumes enough appropriate matter.