Psycho (Esper Academy Quest)

[X]Plan: I Don't Want to be a Monster
-[X]You have a terrible reputation given to you by your infamous father. You wanted nothing more than to shed your reputation and bring respect and honor to your family name. Story: Path of Redemption
-[X]Precognition: Ability to see glimpses into future events.
-[X]Ambitious: You wish to achieve the highest possible station in life, by any means possible. (+1 Modifier to rolls that directly move MC closer to goal)
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[X]Intuitive: Your "gut feeling" has a pretty successful track record over the years. (MC will have a slight inclination toward the optimal vote in difficult situations)
-[X]Observant: You pick up on the little things most people fail to notice. (MC will pick up on small but significant details that might otherwise be missed throughout the story)
-[X]Sociopathic: You have zero regards for the feelings of others. (-3 modifier toward social rolls and MC is unable to develop genuine feelings towards other characters.) (Counts as 3)
 
[X] Plan 3rd, 4th, 5th Eye

[X] Plan Broken Telepath


Considered making my own plan but decided not to. Unsure about the whole achoholic con the first one has but beyond that I like both of these.
 
Hmm. How do you decide what the right direction is?

Whatever the optimal vote out of all the choices is. Just a reminder this trait only arises in difficult situations. (Life or death moments in a fight, important decisions that have a significant impact on the quest, etc.)


Huh, I thought it was something like showing the DC for each action.

I thought about that initially but I figure intuition is more of a subtle gut-feeling type of thing rather than awareness of all possible outcomes.
 
I thought about that initially but I figure intuition is more of a subtle gut-feeling type of thing rather than awareness of all possible outcomes.

Oh, in that case I will be changing it out of my plan, thank you for informing us. Cause even as an potential DC revealer it was already mechanically on the weaker side of the trait options we have available, mostly flavorful and narratively interesting, now it is only that and even on the weaker side of it as well. It would likely just be telling us something we should be able to puzzle out most of the time without its help, I don't think thats worth a trait point.

Changed it for diligent for anyone interested.

[x] Plan: Sociopath 2023

-[X]You would build up your power and take the U.S.A by force, then the world. Story: Path of Conquest
-[X]Precognition: Ability to see glimpses into future events.


-[X]Ambitious: You wish to achieve the highest possible station in life, by any means possible. (+1 Modifier to rolls that directly move MC closer to goal)
-[X]Diligent: Thorough and detail-oriented, you always get your work done promptly and accurately. (+1 to studying/university-related rolls)
-[X]Observant: You pick up on the little things most people fail to notice. (MC will pick up on small but significant details that might otherwise be missed throughout the story)

-[X]Sociopathic: You have zero regards for the feelings of others. (-3 modifier toward social rolls and MC is unable to develop genuine feelings towards other characters.) (Counts as 3)
 
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Chapter 1 Update 2
post: 27485082 said:
[X] Plan: The best detective in the world!
-[X]Very little was known about the sudden appearance and science behind esper abilities, your curiosity must be satiated! Story: Path of Mystery
-[X]Clairvoyance: Having an innate sixth sense for danger and sensing other espers or certain individuals.
-[X]Genius: You seem to excel at most things, especially things pertaining to your Esper Abilities. (MC starts with 75 stat points to allocate towards instead of 50, +2 modifier training and studying/learning rolls, +1 modifier towards rolls when trying to create new moves) (Counts as 3)
-[X]Absent-Minded: You sometimes get lost in your thoughts. It's hard for you to stay focused. (-1 to studying and focus related rolls. MC might space out mid-conversation if another person is speaking for a long period.)
-[X]Anxiety: Overthinking and worrying were a part of your daily routine (-1 modifier towards performance under pressure rolls (tests, competitions, performances, etc)
-[X]Arrogant: There is confidence and then there is delusion. You possess the latter. (MC will constantly overestimate abilities and competency. -1 modifier towards first impression social rolls.)

You held back a yawn as you skimmed over the 'Move-In Day Form' you were supposed to complete before moving into your dorm. It was due some time ago but of course the academy made an exception for someone like you. How often did geniuses like you come through the door?

Looks like just another one of those bullshit "getting to know you forms" that you filled out in grade school.

Let's just get it over with.


Final Half of Character Creation (Age is already selected at 18 btw)

[]Full Name:

[]Gender:

[]Appearance (
Either a description or picture will do):

[]Likes & Dislikes (Minimum of one for each, no maximum):

[]Stat Distribution (You guys selected the Genius Trait so you are starting with 75 points to distribute instead of 50. The minimum you can put in a stat is .5 points, since this is the very beginning you can't put more than 15 in a stat to start out but after this stats will cap out at 20)

Durability:
Tenacity:
Energy:
Power:
Strength:
Speed:
Psychic Defense:
Combat:
Intelligence:
Stamina:


Brief rundown of stats.

Durability: Basically HP. The amount of physical damage you can take before dying or falling unconscious.
Tenacity: Toughness or the ability to fight or take action through pain. Ex: fighting with a broken limb or traveling through a desert when your body is severely dehydrated
Energy: Your reserve for using power. The more energy you have the more moves you can use before exhausting yourself.
Power: Your skill in using moves, and your ability and speed in learning and creating new moves, or improving already existing moves.
Strength: Physical strength in terms of striking others, lifting objects, etc.
Speed: Physical speed and reflexes.
Psychic Defense: Ability to resist mental influence of other Espers.
Combat: Your combat IQ and your hand to hand/weapon of choice combat skill.
Intelligence: Book smarts, ability to come up with plans and schemes, ability to learn new information, etc
Stamina: Your endurance for physical activities before getting fatigued and passing out.
 
[X] Plan Speedy Sherlock

-[x]Full Name: Augustus Voyan Seir

-[X]Gender: Male

-[X]Appearance:

-[X]Likes & Dislikes:
--[X] Likes Coffee, Cakes, Detective Movies and Books, Video games, being overdressed.
--[X] Dislikes Tea, Pies, Romance Movies and Books, being underdressed.

-[X]Stat Distribution (You guys selected the Genius Trait so you are starting with 75 points to distribute instead of 50. The minimum you can put in a stat is .5 points, since this is the very beginning you can't put more than 15 in a stat to start out but after this stats will cap out at 20)

--[X] Durability: 5
--[X] Tenacity: 5
--[X] Energy: 5
--[X] Power: 5
--[X] Strength: 5
--[X] Speed: 10
--[X] Psychic Defense: 15
--[X] Combat: 10
--[X] Intelligence: 10
--[X] Stamina: 5
 
[X] Plan: Don't be afraid, the incredible detective-chan is already here!
-[X]Full Name: Josephine Hamoir.
-[X]Gender: Female.
-[X]Appearance:
-[X] Likes & Dislikes:
--[X] Likes adventure and detective stories, cosplay, cute things and theatrical exaggeration, collects urban legends. Weak to praise and gets along well with those who are polite and willing to play along with her whims or who can follow her flight of fancy.
--[X] Dislikes are too dark stories and too ordinary stuff. Cannot stand rude or cruel people. She doesn't like being looked down upon. Also has difficulty getting along with overly serious people without imagination.
-[X]Stat Distribution (You guys selected the Genius Trait so you are starting with 75 points to distribute instead of 50. The minimum you can put in a stat is .5 points, since this is the very beginning you can't put more than 15 in a stat to start out but after this stats will cap out at 20).
--[X] Durability: 5.
--[X] Tenacity: 5.
--[X]Energy: 10.
--[X] Power: 10.
--[X]Strength: 5.
--[X] Speed: 5.
--[X] Psychic Defense: 10.
--[X] Combat: 5.
--[X] Intelligence: 15.
--[X] Stamina: 5.

I decided to go further with my first idea. I like flawed characters, but with an arrogant character it's a bit of a delicate balance to not make someone an overtly obnoxious individual. However, it should work well with daydreaming and hidden inner insecurities, especially since detective work is traditionally considered more of a male profession.
Incidentally, the name is a reference to Jacques Joseph Hamoir, who was supposedly the real-life prototype for Hercules Poirot, who was an intelligent and charming, if somewhat vain, detective.
 
Just to clear up any confusion the minimum you guys can put in a stat is .5 as in half a point not 5 full points

Oh, now I see why a character without a genius trait only had 50 points to distribute across all ten stats. However, I think the plan still works quite well, giving us more freedom to fine-tune the build afterwards, although I'm open to suggestions.
Out of curiosity, what are the averages in each stat for an average esper?
 
I feel like the stats should be separate from the rest of the vote since that becomes a mechanics vs. flavor thing, but eh.

[X] Plan: Don't be afraid, the incredible detective-chan is already here!
 
So, I'm going to write some of the chances of success we would have with certain stats:

5 in the stat: good success=6,25% ; simple success=37,5% ; general success=43,75%; failure=56,25%
6 in the stat: good success=9% ; simple success=42% ; general success=51%; failure=49%
9 in the stat: good success=20,25% ; simple success=49,5% ; general success=69,75%; failure=30,25%
10 in the stat: good success=25% ; simple success=50% ; general success=75%; failure=25%
13 in the stat: good success=42,25% ; simple success=45,5% ; general success=87,75%; failure=12,25%
14 in the stat: good success=49% ; simple success=42% ; general success=91%; failure=9%
15 in the stat: good success=56,25% ; simple success=37,5% ; general success=93,75%; failure=6,25%

Do you think we should change some of the stats?
If not, this is probably still good to know.
 
[X] Plan: Don't be afraid, the incredible detective-chan is already here!
Almost 40/60 odds on most things as a base seems pretty good to start. I'm really having to clamp down on the urge to min max. Glass cannons are all well and good, but an even spread usually gets better results in the long run imo.
 
So, I'm going to write some of the chances of success we would have with certain stats:

5 in the stat: good success=6,25% ; simple success=37,5% ; general success=43,75%; failure=56,25%
6 in the stat: good success=9% ; simple success=42% ; general success=51%; failure=49%
9 in the stat: good success=20,25% ; simple success=49,5% ; general success=69,75%; failure=30,25%
10 in the stat: good success=25% ; simple success=50% ; general success=75%; failure=25%
13 in the stat: good success=42,25% ; simple success=45,5% ; general success=87,75%; failure=12,25%
14 in the stat: good success=49% ; simple success=42% ; general success=91%; failure=9%
15 in the stat: good success=56,25% ; simple success=37,5% ; general success=93,75%; failure=6,25%

Do you think we should change some of the stats?
If not, this is probably still good to know.

Pretty much why I went for speed and combat on my plan, as our main power is straight up as non offensive as it gets, so I felt we needed to pick up the slack somewhere else, feeling danger and dodging or hiting back is one of the easiest ways for that to work out, a good enough set up while we raise the other things up to snuff.

Also, major focus on mind protection, because failing even one check on that is an unacceptable risk.
 
I feel like the stats should be separate from the rest of the vote since that becomes a mechanics vs. flavor thing, but eh.

My bad. In my defense I haven't ran a quest in like 3-4 years so I'm rusty at these things but you're still right.

Out of curiosity, what are the averages in each stat for an average esper?

For the ranking system I just used total stat points as the reference since the stat build from character to character varies drastically.

Most average espers would fall in Emerald Rank which would be the MC's rank now. Being as MC is a genius they are bypassing beginner status all together.

Amethyst (Beginner espers) 0 - 59 total stat points

Emerald (Intermediate espers) 60 - 99 total stat points

Sapphire (Experienced espers) 100 - 139 total stat points

Ruby (Elite espers) 140 - 179 total stat points

Diamond (Most powerful espers on earth) 180 - 200+ total stat points
 
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Also, major focus on mind protection, because failing even one check on that is an unacceptable risk
Yeah that's a good point. Definitely the opportunity for some skeevy stuff with mind control on the table.

On the other hand, if we lean into our power it ought to be possible to avoid physical conflict altogether. Maybe we focus on making a friend who we can get to do our physical stuff for us?

Edit:
My bad. In my defense I haven't ran a quest in like 3-4 years so I'm rusty at these things but you're still right.
Should we continue as is, or add in votes for stats separately?
 
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