Voting is open
People are voting to hug Jaffur because they're not taking as a given that he will dislike hugs due to physical abuse. As of this time they are losing. If you want them to lose harder and faster, I suggest you add more things to your vote that you want to win.

If I shared your fears of Jaffur reacting badly to things that trigger his abuse-related trauma, I would vote:

[] Chat (Current unsealing plan)
[] Have a spar.
-[] Tell him about your current power limits.
-[] Also mention you have a trick you want to try and this is the best place for it. (Golden Oazaru)
[] No Hug
[] Initiate Vegetan Social Protocol Seven

This would have the effect of promoting other options at the expense of 'Hug,' making it more likely to lose.

Notably, if I were as worried as you about Jaffur's reactions to triggers, I would NOT start off with talking about the night of the Sealing. While that is extremely valuable information, it is also information likely to trigger Jaffur. If anything can cause a breach in the boy's self-control, that will be it, and he's likely to lash out violently if he experiences such a breach. I'd rather talk to him about other things and engage with him first.
 
[X] Chat (Current unsealing plan)
[X] No Hug
[X] Initiate Vegetan Social Protocol Seven
 
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Again, Carrack was very clear that this is an extremely dangerous operation which Kakara is not at all competent in. She does not have anything like the knowledge she'd need to judge whether transforming or hurling around million-ki blasts as a seer shade inside a spell inside a super-saiyan sorcerer's head is a good idea. The results could be anything from Jaron wetting the bed, to Dandeer sensing something, to accidently a city.
 
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Compliant Omake: Dispatches From Maya Quest
Dispatches From Maya Quest

These pieces were lifted from the character sheet and Year Seven action plan of a thread called "Shy Superhero Quest" on the alternate-universal webforum Adequate Momentum. It seems to be QMed by some schemy individual calling themselves "Brilliant Baklava..."

Troublemaker:
Garenhuld culture isn't very kind to people with overactive imaginations. It's earned you a reputation. Increased risk of Awkwardness Points manifesting during social situations among Garenhulder mundanes.

Strongest Girl Alive:
Karen Marsden and her father Brandon are both deeply impressed with how fast your powers have grown. Despite years of training and an arsenal of skills you can barely understand, Karen can rarely match you in raw power. You're even starting to catch up to her father! Minor bonus to learning superpower skills. The first two Awkwardness Points per year are automatically nullified by this trait.

Carrying A Torch:
Much to your surprise, you realized that not only was the mystery girl Karen Marsden secretly a superhuman like you, she's also. Um. Nice. Really, really nice. Negates Secret Identity penalties when dealing with Karen. Minor bonus to all actions likely to improve relations with Karen. Major bonus to all actions taken with Karen's direct support. +20 to Willpower when Karen is in danger. +1 AP per year... which must be spent on a 'Carrying A Torch' action. Increased risk of Awkwardness Points from interaction with Karen or the other Misfits.


Curious [FOUNDATIONAL TRAIT]:
You've been a curious girl for as long as you can remember. You like to ask questions, you like exciting answers, and learning new things is thrilling to you. Minor bonus to all forms of learning. Major bonus to all projects or programs that involve gathering information.

Imaginative:
You dream about space travel and magic, and strange technologies no one has ever heard of. On practical-minded Garenhuld, this makes you kind of unpopular. Major bonus to devising new, innovative ways to solve problems. Major bonus to coming up with 'unexpected' explanations for strange events. Comes with 'Troublemaker' reputation.

Vindicated:
Superheroes are real and you're not even the only one. Space aliens walk among us, at least until your friends and Karen's dad get done knocking them back down. You were totally right about a lot of things people laughed at! Reduced penalty from Awkwardness Points.


Hope For Tomorrow:
Superpowers are a thing, and you can fly, and the coolest girl in the world is, um. Um. Is your best friend. If things don't go too badly, the future is going to be great. A lot of things are still intimidating to you, but life is slowly getting better. You feel more motivated and less anxious than you used to. +1 AP per year. Reduced penalty from Awkwardness Points.


Shy [FOUNDATIONAL TRAIT]:
You are, and have always been, something of a wallflower. Okay, a lot of one. Minor penalty to social checks involving an Ally, major penalty to checks not involving an Ally. Minor additional penalty to actions that involve interacting with large groups.

Awkward:
Talking to people is hard, you sometimes feel like you should just give up saying anything ever, and it sometimes takes you an overwhelming effort of will to get through situations your extroverted friends don't even realize ARE situations. Certain types of situations cause you to accrue Awkwardness Points due to undermined self-esteem. Skill and Willpower checks can randomly trigger Awkwardness, which nullifies the Awkwardness Points but applies a variable penalty to the check.

Stutter:
Your stutter is both a cause and an effect of your shyness. You can only speak with perfect clarity during virtually stress-free situations, and enough stress causes you to become totally incoherent very quickly. Minor or major penalty to social checks involving stressful situations, or things difficult for Maya to say. Increased risk of Awkwardness Points manifesting during social situations.


Superhuman [FOUNDATIONAL TRAIT]:
When you were six years old, your powers awoke and you defeated a bear with your bare hands. Something about you is special. You feel like you could do almost anything if you practice long enough- physically, at least. Allows you to learn superpower skills, though self-training is hard. The first Awkwardness Point per year is automatically nullified by this trait.
Still in force, but bonuses are superseded by 'Strongest Girl Alive'


Super-Secret Identity:
After how your parents reacted when you were six, you internalized the lesson that you can't tell anyone about your powers. Heavy vote weighting against revealing your powers, even to your most trusted allies.

Superseded by 'Secret Identity'

Secret Identity:
Karen believes you! Of course, she'd have to, because she has superpowers too, and because did everything up to and including kick her in the stomach at Mach One to get the message across. She says her family has powers like yours and hers, and that they know a lot of other people who do too. Heavy vote weighting against revealing your powers to mundanes and superhumans not known to you personally.

Superseded by 'Not So Secret Identity'

Not So Secret Identity:
The secret of your powers is very, very out. The good news is, apparently Karen's family was only one of a huge number of secret super-families that were keeping their powers hidden just as well as you! Normally this would let you (literally) fly under the radar, the way you like it. Except that you were caught on camera beating up a big evil alien, and everyone knows you did it. They like to talk to you about it. It's terrifyingly embarrassing. Vote weighting removed, but there is a risk of gaining Awkwardness Points when discussing your powers with non-Ally mundanes.



Actions Available! 7 Base, 1 from Hope For Tomorrow, 1 from Carrying A Torch

Opportunities available! Please read even old options carefully; some have changed from last year.

Some things, you just want to do for yourself. They don't have anything to do with your powers or your social life.

[] The Examined Life (1 action)
Your life's given you a lot to think about. You want to take a step back, slow down a bit, and try to figure it all out. Can be used on any trait except Carrying A Torch and Superhuman, which must be further developed during play.

[] Family Ties (1 action)
With the secret of superpowers revealed to the world, your parents have realized that you were telling the truth all along. It would be... a lot less hard to repair some of the damaged bridges between you and the rest of your family. This action suffers less penalty from Stutter. Shy and Not-So-Secret Identity penalties no longer apply.

Just because you're training to save the world from aliens, doesn't mean you don't have to finish that Social Studies project with your friends.

[] Attend School (Mandatory, choose one of the following)
-[] Slack in School (1 action)
There's an army of evil aliens coming in a year or two. Studying and doing your homework just isn't that important by comparison. Your grades are likely to suffer from this. If your parents notice the decline and start worrying, your relationship with them will worsen, and there WILL be Awkwardness.
-[] Maintain Grades (2 actions)
Your homework and studying are hard, but not too hard. And you have help from Gemma and Karen! It takes up a fair amount of your time outside of school, but you've held on so far while still doing everything you need to.
-[] Improve Grades (3 actions)
If you really worked at it, you could probably improve your grades. Maybe you could learn not to freeze up on pop quizzes! Your grades are likely to benefit from this. High probability of nullifying one or more Awkwardness Points

[] My Best Friend (1 action, may be taken more than once):
In particular, there's one person you want to spend more time with this year. Take the time to improve your relationship with one person in particular (including Karen). Standard social penalties apply to the outcome.

[] The Power of Learning (1 action)
Even outside of school, knowledge has always fascinated you. Maybe you can learn something from self-study? Effect: Become a bookworm in (insert field of study) or just read as widely as possible if nothing specific catches your eye.

With great power comes great scary possibillities.

[] Help Train the Other Misfits (1 action)
Since Karen decided to teach the others, you've always been willing to help her. Jaron was strong enough to help against the aliens, even if his powers seem strange. The others don't have any powers to start with, but they're beginning to learn. If you invest some extra time teaching the Misfits on top of what Karen does, maybe they'll get stronger faster than they would otherwise. They'll appreciate it. Maybe Karen will too? Moderate probability of nullifying one or more Awkwardness Points.

[] Experiment With Your Powers (1 action)
-[] Write-In Details
You can fly and shoot lasers. Karen and her dad can teleport. The lizard-alien from the year before last shapeshifted into a huge monster form to fight Karen and Charles. Who knows what you can do with your powers? Warning: At your current skill level, this could be dangerous without a teacher.

[] Start Superheroing (1 action)
-[] Write-In Details
You know you want to. After the battle at the school, the world knows about superpowers, so there's no secret to keep anymore. There's nothing actually stopping you from making a costume of your choice and just doing it, is there? At least part time, a little? Except, um. You might get in trouble. Warning: Sooooooo much trouble.

[] Improve your Energy Reserves (1 action, may be taken multiple times)
Everything else about your powers comes from how much energy you can channel through your body. While your skills have grown in so many ways, most of the increase in your power is coming from your rising level of energy.
One action in this is mandatory. Can be taken multiple times, but diminishing returns may apply.

Just training up your energy reserves probably isn't going to be enough to handle the aliens, or whatever else might come after them. You need to practice your superpowers in and of themselves, and become better at using the energy you have.

[] Train Hand-to-Hand (2 actions):
When Karen stopped holding back, she showed you showed you exactly how far you had to go. And you went there. If you train hard, you may be able to surpass her in overall skill.

[] Train Energy Manipulation (2 actions):
You have a long way to go here, but you're getting better. If you keep practicing, your options for long range combat with energy attacks will really start to open up. Eventually, you may even be able to learn the secret of teleportation.

[] Train Talents (2 actions):
You're still struggling with your noncombat talents, too. Karen seems to control her energy effortlessly. Even with no advantage over you in raw power, she can fly like a cross between a hummingbird and a fighter jet, and you are pretty sure her ability to sense life-energy is a lot better than she lets on. She miiiight know what everyone on the planet had for breakfast. You think. She seems to be unusual compared to the other superhumans you've met, but that just gives you an idea of how far up the ladder goes. Time to start climbing.

[] Train Specific Skill (1 action, may be taken multiple times)
Improving your overall skills will help you become more effective. But if you want, you can choose to focus on any specific combat technique or talent known to you. This includes noncombat talents such as flying, along with the more obvious combat techniques.

At least one action must be dedicated to this category

[] Train With Karen (1 action)
-[] Optional: Specify Skills
This is a pretty safe option. While some of her relatives might know more about superpowers, Karen likes teaching you, she knows a lot, and she seems pretty impressed with how far you've come. If you keep working at it, maybe she'll be even more impressed. This action can only be taken once. Karen is a workaholic. You suspect her REAL superpower isn't super-strength or super-speed, it's super-busy-ness.

[] Curious About Karen (1 action)
Paying close attention to Karen taught you that you weren't alone in the world, that there were other people with superpowers! She's such a mysterious person, though, and you think there's at least one or two more important things about her that you haven't figured out yet. Important things! If Karen has any more secrets, you have a chance of learning at least some of them. Maybe not a good chance, but a chance.

[] Confess Your Feelings (1 action)
High risk option! Maybe you should finally tell Karen how you feel. You have no idea how she'll react or if she'll be interested. Bonus from Carrying A Torch AND penalties from Shy and Stutter all apply.

[] Get Over It (2 actions)
...Maybe you should just give up. You'd really hate to do that, but what if this just can't work out? What if she's not interested? Or maybe it's you. Maybe you're not good enough. Will remove 'Carrying a Torch' trait and disable 'Carrying a Torch' actions. Other consequences, both good and bad, will depend on character actions and die rolls.

[] Write-In (actions variable): You are Maya Webley, and you have your own ideas on what to do.

THIS VOTE IS NOW CLOSED
 
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I'm disappointed that so many people in this thread have continued voting for hugging despite it being explained why it's a bad idea multiple times.

Again, Carrack was very clear that this is an extremely dangerous operation which Kakara is not at all competent in. She does not have anything like the knowledge she'd need to judge whether transforming or hurling around million-ki blasts inside a spell inside a super-saiyan sorcerer's head is a good idea. The results could be anything from Jaron wetting the bed, to Dandeer sensing something, to accidently a city.
So we not only have one really bad idea that's very popular - hugging - we have two.
 
[] My Best Friend (1 action, may be taken more than once):
In particular, there's one person you want to spend more time with this year. Take the time to improve your relationship with one non-saiyan person in particular (including Karen). Standard social penalties apply to the outcome.
Ah-hem.
 
[X] Decline a spar (You're a beginner at Mind Delving, and your teacher warned you against doing anything without more training).
[X] Chat (Tease him about wanting to fight us)
[X] Hug

I'm disappointed that so many people in this thread have continued voting for hugging despite it being explained why it's a bad idea multiple times.

So we not only have one really bad idea that's very popular - hugging - we have two.
And the vote for hug is Kakara offering a hug, because we're not automatically assuming that he's against it. Poptart has clarified that if he doesn't want a hug, no hug will occur.

As has been said repeatedly.
 
[] My Best Friend (1 action, may be taken more than once):
In particular, there's one person you want to spend more time with this year. Take the time to improve your relationship with one non-saiyan person in particular (including Karen). Standard social penalties apply to the outcome.
Ah-hem.
I WOULD miss that one spot. :p

Just for that, I'm declaring that your alt-universal self is in critical condition in the hospital from sheer joyous trollish sustained laughter. You just couldn't withstand the strain, after the fourth time someone shouted down Al_Seventeen Slaughter19 for speculating that this is secretly a Dragonball 'verse quest.
 
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I'm disappointed that so many people in this thread have continued voting for hugging despite it being explained why it's a bad idea multiple times.


So we not only have one really bad idea that's very popular - hugging - we have two.

It's going to be fun when both Kakara and Jaron's sleeping bodies suddenly turn into giant apes. If she forgets to switch back before returning she may end up with some really interesting body dysmorphia.

How much of Kakara's allowance will it cost to buy Sensei another house?
 
I WOULD miss that one spot. :p

Just for that, I'm declaring that your alt-universal self is in critical condition in the hospital from sheer joyous trollish sustained laughter. You just couldn't withstand the strain, after the fourth time someone shouted down Al_Seventeen for speculating that this is secretly a Dragonball 'verse quest.
...I disapprove of that user name. I'd probably be Slaughter_Nineteen.

My username comes from my edgy teenaged years, you see. :V
 
I WOULD miss that one spot. :p

Just for that, I'm declaring that your alt-universal self is in critical condition in the hospital from sheer joyous trollish sustained laughter. You just couldn't withstand the strain, after the fourth time someone shouted down Al_Seventeen for speculating that this is secretly a Dragonball 'verse quest.
You know what? That fits.

That fits perfectly. ::D
 
[X] Decline a spar (You're a beginner at Mind Delving, and your teacher warned you against doing anything without more training).
[X] Chat (Tease him about wanting to fight us)
[X] Hug
[X] Initiate Vegetan Social Protocol Seven
 
Hm. Right now, it looks like the Hug option is trending, and is mostly being held at bay by the inertia of people who voted "Chat with Jaffur about the night of the Sealing." My own view is that if you're worried about triggering Jaffur, that miiiight not be a good thing to lead with.

If two people who are now voting for that stopped doing so, or two more Hug voters materialized, Hug would be up there.

I maintain that "Vegetan Protocol Seven" is a good option as a compromise for people who think "Hug" is risky. If the "No Hug" voters (and the ones who are passively anti-Hug) endorsed it in addition to "No Hug," it would be very competitive with the "Hug" option right now and might well knock it off the charts.

[] Have a spar.
-[] Restrict it to a few million
[] Hug
[] Chat (So what do you normally dream about in here)
Veekie, just so you know, voting for that spar option is functionally equivalent to voting for no spar option at all. It's waay below the threshold of being one of the things Kakara does.
 
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Dispatches From Maya Quest

These pieces were lifted from the character sheet and Year Seven action plan of a thread called "Shy Superhero Quest" on the alternate-universal webforum Adequate Momentum. It seems to be QMed by some schemy individual calling themselves "Brilliant Baklava..."

Troublemaker:
Garenhuld culture isn't very kind to people with overactive imaginations. It's earned you a reputation. Increased risk of Awkwardness Points manifesting during social situations among Garenhulder mundanes.

Strongest Girl Alive:
Karen Marsden and her father Brandon are both deeply impressed with how fast your powers have grown. Despite years of training and an arsenal of skills you can barely understand, Karen can rarely match you in raw power. You're even starting to catch up to her father! Minor bonus to learning superpower skills. The first two Awkwardness Points per year are automatically nullified by this trait.

Carrying A Torch:
Much to your surprise, you realized that not only was the mystery girl Karen Marsden secretly a superhuman like you, she's also. Um. Nice. Really, really nice. Negates Secret Identity penalties when dealing with Karen. Minor bonus to all actions likely to improve relations with Karen. Major bonus to all actions taken with Karen's direct support. +20 to Willpower when Karen is in danger. +1 AP per year... which must be spent on a 'Carrying A Torch' action. Increased risk of Awkwardness Points from interaction with Karen or the other Misfits.


Curious [FOUNDATIONAL TRAIT]:
You've been a curious girl for as long as you can remember. You like to ask questions, you like exciting answers, and learning new things is thrilling to you. Minor bonus to all forms of learning. Major bonus to all projects or programs that involve gathering information.

Imaginative:
You dream about space travel and magic, and strange technologies no one has ever heard of. On practical-minded Garenhuld, this makes you kind of unpopular. Major bonus to devising new, innovative ways to solve problems. Major bonus to coming up with 'unexpected' explanations for strange events. Comes with 'Troublemaker' reputation.

Vindicated:
Superheroes are real and you're not even the only one. Space aliens walk among us, at least until your friends and Karen's dad get done knocking them back down. You were totally right about a lot of things people laughed at! Reduced penalty from Awkwardness Points.


Hope For Tomorrow:
Superpowers are a thing, and you can fly, and the coolest girl in the world is, um. Um. Is your best friend. If things don't go too badly, the future is going to be great. A lot of things are still intimidating to you, but life is slowly getting better. You feel more motivated and less anxious than you used to. +1 AP per year. Reduced penalty from Awkwardness Points.


Shy [FOUNDATIONAL TRAIT]:
You are, and have always been, something of a wallflower. Okay, a lot of one. Minor penalty to social checks involving an Ally, major penalty to checks not involving an Ally. Minor additional penalty to actions that involve interacting with large groups.

Awkward:
Talking to people is hard, you sometimes feel like you should just give up saying anything ever, and it sometimes takes you an overwhelming effort of will to get through situations your extroverted friends don't even realize ARE situations. Certain types of situations cause you to accrue Awkwardness Points due to undermined self-esteem. Skill and Willpower checks can randomly trigger Awkwardness, which nullifies the Awkwardness Points but applies a variable penalty to the check.

Stutter:
Your stutter is both a cause and an effect of your shyness. You can only speak with perfect clarity during virtually stress-free situations, and enough stress causes you to become totally incoherent very quickly. Minor or major penalty to social checks involving stressful situations, or things difficult for Maya to say. Increased risk of Awkwardness Points manifesting during social situations.


Superhuman [FOUNDATIONAL TRAIT]:
When you were six years old, your powers awoke and you defeated a bear with your bare hands. Something about you is special. You feel like you could do almost anything if you practice long enough- physically, at least. Allows you to learn superpower skills, though self-training is hard. The first Awkwardness Point per year is automatically nullified by this trait.
Still in force, but bonuses are superseded by 'Strongest Girl Alive'


Super-Secret Identity:
After how your parents reacted when you were six, you internalized the lesson that you can't tell anyone about your powers. Heavy vote weighting against revealing your powers, even to your most trusted allies.

Superseded by 'Secret Identity'

Secret Identity:
Karen believes you! Of course, she'd have to, because she has superpowers too, and because did everything up to and including kick her in the stomach at Mach One to get the message across. She says her family has powers like yours and hers, and that they know a lot of other people who do too. Heavy vote weighting against revealing your powers to mundanes and superhumans not known to you personally.

Superseded by 'Not So Secret Identity'

Not So Secret Identity:
The secret of your powers is very, very out. The good news is, apparently Karen's family was only one of a huge number of secret super-families that were keeping their powers hidden just as well as you! Normally this would let you (literally) fly under the radar, the way you like it. Except that you were caught on camera beating up a big evil alien, and everyone knows you did it. They like to talk to you about it. It's terrifyingly embarrassing. Vote weighting removed, but there is a risk of gaining Awkwardness Points when discussing your powers with non-Ally mundanes.



Actions Available! 7 Base, 1 from Hope For Tomorrow, 1 from Carrying A Torch

Opportunities available! Please read even old options carefully; some have changed from last year.

Some things, you just want to do for yourself. They don't have anything to do with your powers or your social life.

[] The Examined Life (1 action)
Your life's given you a lot to think about. You want to take a step back, slow down a bit, and try to figure it all out. Can be used on any trait except Carrying A Torch and Superhuman, which must be further developed during play.

[] Family Ties (1 action)
With the secret of superpowers revealed to the world, your parents have realized that you were telling the truth all along. It would be... a lot less hard to repair some of the damaged bridges between you and the rest of your family. This action suffers less penalty from Stutter. Shy and Not-So-Secret Identity penalties no longer apply.

Just because you're training to save the world from aliens, doesn't mean you don't have to finish that Social Studies project with your friends.

[] Attend School (Mandatory, choose one of the following)
-[] Slack in School (1 action)
There's an army of evil aliens coming in a year or two. Studying and doing your homework just isn't that important by comparison. Your grades are likely to suffer from this. If your parents notice the decline and start worrying, your relationship with them will worsen, and there WILL be Awkwardness.
-[] Maintain Grades (2 actions)
Your homework and studying are hard, but not too hard. And you have help from Gemma and Karen! It takes up a fair amount of your time outside of school, but you've held on so far while still doing everything you need to.
-[] Improve Grades (3 actions)
If you really worked at it, you could probably improve your grades. Maybe you could learn not to freeze up on pop quizzes! Your grades are likely to benefit from this. High probability of nullifying one or more Awkwardness Points

[] My Best Friend (1 action, may be taken more than once):
In particular, there's one person you want to spend more time with this year. Take the time to improve your relationship with one person in particular (including Karen). Standard social penalties apply to the outcome.

[] The Power of Learning (1 action)
Even outside of school, knowledge has always fascinated you. Maybe you can learn something from self-study? Effect: Become a bookworm in (insert field of study) or just read as widely as possible if nothing specific catches your eye.

With great power comes great scary possibillities.

[] Help Train the Other Misfits (1 action)
Since Karen decided to teach the others, you've always been willing to help her. Jaron was strong enough to help against the aliens, even if his powers seem strange. The others don't have any powers to start with, but they're beginning to learn. If you invest some extra time teaching the Misfits on top of what Karen does, maybe they'll get stronger faster than they would otherwise. They'll appreciate it. Maybe Karen will too? Moderate probability of nullifying one or more Awkwardness Points.

[] Experiment With Your Powers (1 action)
-[] Write-In Details
You can fly and shoot lasers. Karen and her dad can teleport. The lizard-alien from the year before last shapeshifted into a huge monster form to fight Karen and Charles. Who knows what you can do with your powers? Warning: At your current skill level, this could be dangerous without a teacher.

[] Start Superheroing (1 action)
-[] Write-In Details
You know you want to. After the battle at the school, the world knows about superpowers, so there's no secret to keep anymore. There's nothing actually stopping you from making a costume of your choice and just doing it, is there? At least part time, a little? Except, um. You might get in trouble. Warning: Sooooooo much trouble.

[] Improve your Energy Reserves (1 action, may be taken multiple times)
Everything else about your powers comes from how much energy you can channel through your body. While your skills have grown in so many ways, most of the increase in your power is coming from your rising level of energy.
One action in this is mandatory. Can be taken multiple times, but diminishing returns may apply.

Just training up your energy reserves probably isn't going to be enough to handle the aliens, or whatever else might come after them. You need to practice your superpowers in and of themselves, and become better at using the energy you have.

[] Train Hand-to-Hand (2 actions):
When Karen stopped holding back, she showed you showed you exactly how far you had to go. And you went there. If you train hard, you may be able to surpass her in overall skill.

[] Train Energy Manipulation (2 actions):
You have a long way to go here, but you're getting better. If you keep practicing, your options for long range combat with energy attacks will really start to open up. Eventually, you may even be able to learn the secret of teleportation.

[] Train Talents (2 actions):
You're still struggling with your noncombat talents, too. Karen seems to control her energy effortlessly. Even with no advantage over you in raw power, she can fly like a cross between a hummingbird and a fighter jet, and you are pretty sure her ability to sense life-energy is a lot better than she lets on. She miiiight know what everyone on the planet had for breakfast. You think. She seems to be unusual compared to the other superhumans you've met, but that just gives you an idea of how far up the ladder goes. Time to start climbing.

[] Train Specific Skill (1 action, may be taken multiple times)
Improving your overall skills will help you become more effective. But if you want, you can choose to focus on any specific combat technique or talent known to you. This includes noncombat talents such as flying, along with the more obvious combat techniques.

At least one action must be dedicated to this category

[] Train With Karen (1 action)
-[] Optional: Specify Skills
This is a pretty safe option. While some of her relatives might know more about superpowers, Karen likes teaching you, she knows a lot, and she seems pretty impressed with how far you've come. If you keep working at it, maybe she'll be even more impressed. This action can only be taken once. Karen is a workaholic. You suspect her REAL superpower isn't super-strength or super-speed, it's super-busy-ness.

[] Curious About Karen (1 action)
Paying close attention to Karen taught you that you weren't alone in the world, that there were other people with superpowers! She's such a mysterious person, though, and you think there's at least one or two more important things about her that you haven't figured out yet. Important things! If Karen has any more secrets, you have a chance of learning at least some of them. Maybe not a good chance, but a chance.

[] Confess Your Feelings (1 action)
High risk option! Maybe you should finally tell Karen how you feel. You have no idea how she'll react or if she'll be interested. Bonus from Carrying A Torch AND penalties from Shy and Stutter all apply.

[] Get Over It (2 actions)
...Maybe you should just give up. You'd really hate to do that, but what if this just can't work out? What if she's not interested? Or maybe it's you. Maybe you're not good enough. Will remove 'Carrying a Torch' trait and disable 'Carrying a Torch' actions. Other consequences, both good and bad, will depend on character actions and die rolls.

[] Write-In (actions variable): You are Maya Webley, and you have your own ideas on what to do.

THIS VOTE IS NOW CLOSED

...amazing. :D

Shit, have a compliant, I don't care that it's as non-canon as it gets. :):D That just made my whole night.

Your bonus goes towards making sure the next major social development with Maya goes smoothly.
 
I tried making a similar sheet for Jaffur quest, but it was not nearly as funny. Just depressing.
 
Change my vote
[X] Chat (Current unsealing plan)
[X] Hug
[X] Initiate Vegetan Social Protocol Seven
[X] Spar
-[X] Tell him about your current power limits.
-[X] Also mention you have a trick you want to try and this is the best place for it. (Golden Oazaru)

Whoud love to add that
[X] Chat (Tease him about wanting to fight us)
 
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Change my vote
[X] Chat (Current unsealing plan)
[X] Hug
[X] Initiate Vegetan Social Protocol Seven
[X] Spar
-[X] Tell him about your current power limits.
-[X] Also mention you have a trick you want to try and this is the best place for it. (Golden Oazaru)

Whoud love to add that
[] Chat (Tease him about wanting to fight us)
I mean, you can.
 
Ok, now we need some Maya quest reactions: for when she hit us hard on the first martial arts class (reasoning and fallout), for when we first tried to convince her to tell dad, for when Brandon teleported her and Karen fell due to a vision, for when she ran into Karen fighting monsters (and the superhero setting was validated) for when Karen left school because of a call from home (vote to follow or not) and came back followed by aliens, for when Jaron showed his powers, for when she casually droped she was stopping nukes and for when we started training the misfits and revealed multiform. Too many interesting situations.

Mostly to see the reactions to Karen. I mean; Maya is stronger because she has bullshit protagonist powers but what role/trope does Karen fit with all her skill? Or Brandon?
 
Whoud love to add that
[] Chat (Tease him about wanting to fight us)
What's stopping you?

...amazing. :D

Shit, have a compliant, I don't care that it's as non-canon as it gets. :):D That just made my whole night.
Aww, thanks!

And that's the thing, it's compliant with another quest that's mysteriously quantum-entangled with your quest, not with your quest itself! :p

[Tragically, AdamSelene in the other universe can't do a good job with the corresponding 'Karen Quest' omake. There's an information asymmetry there. Poor other-me...]

I tried making a similar sheet for Jaffur quest, but it was not nearly as funny. Just depressing.
That's a big part of my reason for picking Maya Quest as the basis.

Jaffur Quest would be a mirror image of ours, with so many things being recognizably "the same, but backwards." It's a very recognizable distortion of reality as we know it.

Maya Quest isn't even living in the same universe as our 'Kakara Quest.' Right now the quest is a pretty straightforward story that lives at the intersection of shonen and magical girl anime. Even after their big reveals (which they might have already gotten except the thread hasn't voted for Curious About Karen since Year 3-4 or so), they're living in a universe of "crap, it's Dragonball, and we're... what, playing as Krillin? Tien?" Of utterly desperately striving to power up to a level that allows significance in the face of events.

Ok, now we need some Maya quest reactions: for when she hit us hard on the first martial arts class (reasoning and fallout), for when we first tried to convince her to tell dad, for when Brandon teleported her and Karen fell due to a vision, for when she ran into Karen fighting monsters (and the superhero setting was validated) for when Karen left school because of a call from home (vote to follow or not) and came back followed by aliens, for when Jaron showed his powers, for when she casually droped she was stopping nukes and for when we started training the misfits and revealed multiform. Too many interesting situations.

Mostly to see the reactions to Karen. I mean; Maya is stronger because she has bullshit protagonist powers but what role/trope does Karen fit with all her skill? Or Brandon?
Hmmm. Gotta think about that. Just off the top of my head...

Ok, now we need some Maya quest reactions: for when she hit us hard on the first martial arts class (reasoning and fallout),
In our first martial arts class it was Sophie who went all-out. In Maya Quest that was the update where spending an action on Curious About Karen paid off and the result "you suspect Karen has superpowers" was formally stated.

for when we first tried to convince her to tell dad,
That one slammed headlong into her Secret Identity trait. There was, like, 3x vote weighting against letting Karen tell Brandon at that time. The quest voted differently a while later, though.

for when Brandon teleported her and Karen fell due to a vision,
She picked up the 'Hope For Tomorrow' trait that day.

for when she ran into Karen fighting monsters (and the superhero setting was validated)
She picked up the 'Vindicated' trait that day.

for when Karen left school because of a call from home (vote to follow or not) and came back followed by aliens,
That's where 'Not So Secret Identity' comes from, obviously.

for when Jaron showed his powers,
60-70% of the thread: "CALLED IT!"

for when she casually droped she was stopping nukes and
A lot of sobering realization that Maya can in fact do that.

for when we started training the misfits and revealed multiform.
A balance between
1) "DAMMIT MORE BULLSHIT POWERS!"
2) It's okay, we're still stronger than any one of her clones, and
3) "So THAT'S how she has time to learn all this stuff! WAAANT!"

Brilliant Baklava spends a lot of time insisting that no, they are not just arbitrarily awarding Karen new powers at some ridiculous rate and that it is possible for Maya to catch up with her in any one skill, and depending on choices made in all skills.

Mostly to see the reactions to Karen. I mean; Maya is stronger because she has bullshit protagonist powers but what role/trope does Karen fit with all her skill? Or Brandon?
:D

Well, Brandon's obviously the wise, seasoned warrior-prince (he's, like, thirty-five, right?). Good to have in the background doing the leadership roles because no matter HOW hard they work on her social problems, Maya is clearly not going to be taking on that role. Karen's- well, the thread can't quite agree on what to make of her.

To this day, brilliant Baklava insists that they did NOT expect for the vote outcome that led to Carrying A Torch to win.
 
[X] Chat (Current unsealing plan)
[X] Have a spar.
-[X] Tell him about your current power limits.
-[X] Also mention you have a trick you want to try and this is the best place for it. (Golden Oazaru)
[X] No Hug
[X] Initiate Vegetan Social Protocol Seven
Vegetan Social Protocol Seven is great.
 
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