Rise to the top, a Hero's Journey! (My Hero Academia Quest)

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Human Evolution is a strange thing. In times of old, Evolution made man capable of walking...
Location
Saint John, New Brunswick
Human Evolution is a strange thing. In times of old, Evolution made man capable of walking upright, eat meat, grow larger brains, become efficient omnivores, slowly breeding them up to what could be described as successful in this lawless universe.

Then, Evolution changed humanity, giving them Quirks.

You were six when yours manifested. It was, if anything, a terrible day. You'd been bullied by the others who got their abilities at a younger age, pushed just a little farther than others.

That's when it manifested, you could now...

CHOOSE A QUIRK...
[] Modularity
All parts/people/things are equal to you, whether different or unique.
[] Control
Over yourself, and others, your dominance radiates outwards.
[] Projection
Is it of force or emotion? Your displays are legendary.
[] Darkness
A beacon of light, even when lacking it.
[] Knowledge
Either given or taken, it is yours to know.

AND A CLASS:
[] Emitter
Your power is pushed out of yourself, affecting your environment. These types of powers affect others, and rarely yourself.
[] Transformation
Your ability lets you alter your body to manifest other powers or strengths, with potential weaknesses.
[] Mutation
Your powers have permanently changed you, changing a huge breath of things about you. Much stronger than Transformation types, but comes with bigger weaknesses.
[] Invention
Instead of having true powers, your Quirk lets you create objects and tech.

CHOOSE YOUR TRAITS (you have 4 Trait Points)
[] Smart (+2 to all stats)
You're generally better at others at pretty much everything.

[] Genius (+5 to all stats, opens more Learning options. costs 2 Trait Points)
You excel at everything you do, a true 1% in this strange world.

[] Strong (+3 Marital, +30 Hit Points, +10 Durability)
Physically, you're bigger and tougher than a normal human, and durable enough that normal attacks barely hurt you.

[] Stronk (+5 Martial, +50 Hit Points, +30 Durability, Costs 2 Trait Points)
Charles Atlas has nothing on you! You could probably survive a gunshot or two more than a normal person, and you really don't take wounds from normals anymore.

[] Strongest! (+10 Martial, +100 Hit Points, +50 Durability, Costs 3 Trait Points)
Oh, look a nuclear blast, that feels fuzzy on your unbreakable skin...

[] Slow Regen (Hit Point Regen x10)
You heal really fast.

[] Regen (Hit Point Regen x50, +30 Hit Points, Costs 2 Trait Points)
You heal stupidly fast.

[] Immortal (Hit Point Regen x??, Unaging Trait gained, Costs 4 Trait Points)
You'll be there when the universe collapses.

[] Big (+1 Martial, +50 Hit Points)
You're really big, but just slightly outside of human norms. Expect to be about 7 to 10 feet tall.

[] Giant (+2 Martial, +200 Hit Points. Costs 2 Trait Points, Gain Big Gear Flaw)
You're gonna be big one day, literally. Expect to stand at least twenty feet tall when you finish growing.

[] Titan (+10 Martial, +500 Hit Points. Costs 4 Trait Points, Gain Huge Gear Flaw)
You'll stand taller than most buildings! you start out as big as a normal human adult, and can get as big as 120 feet tall when you reach adult age.

[] Plastic Mind (+4 Learning, +1 Intrigue)
Your brain sucks up knowledge like a sponge picks up water. A side effect of this is a propensity to gathering and using knowledge.

[] Crystal Mind (+8 Learning, +1 Intrigue, +1 Stewardship. Costs 2 Trait Points)
Man, you've got a big head. You could probably crack codes as fast as a computer.

[] Quantum Mind (+20 Learning, +3 Intrigue, +3 Stewardship. Costs 3 Trait Points)
You've got a twelfth level intelligence... whatever that means.

[] Lightning Calculator (+2 Learning, +3 Stewardship)
Your brain meat can solve things lightning fast!

[] Attractive (+5 Diplomacy)
You can charm the socks off of anyone who meets you... Cannot be taken with True Beauty. If taken with Silver Tongue, get a +2 Intrigue.

[] True Beauty (+10 Diplomacy, Costs 2 Trait Points)
... And everything else on them, as well. Cannot be taken with Attractive. If taken with Silver Tongue/Golden Tongue, get a +4 Intrigue.

[] Silver Tongue (+2 Diplomacy, +3 Intrigue)
Talking comes easily to you, to the point where you can get away with everything up to murder...

[] Golden Tongue (+4 Diplomacy, +8 Intrigue. Costs 2 Trait Points)
... And you could even talk your way out of that, too.

[] Eye for Mystery (+7 Intrigue)
You know how to find the strangest of things, from finding where a Villain stashed some cash, to the answer sheet to a test.

[] Inner Eye for Mystery (+13 Intrigue, Costs 2 Trait Points. Costs 2 Trait Points)
Your ability to find and use information has been turned up to 11.

[] Business Talent (+10 Stewardship)
You know how to manage your money and resources pretty well.

[] Business Genius (+20 Stewardship, Costs 2 Trait Points)
Your ability to use your resources are awe inspiring, and you could sell a drowning man water.

[] Rich!
You start with 1000k $

[] Son of Inami! (Costs 2 Trait Points)
Begin with a secondary Quirk in Multi-Dimensional Physics and Engineering, focused on Invention.

[] Plot Armor (Costs 2 Trait Points)
You have plot armor! Once per turn, The lowest roll will automatically turn into a critical success. In combat, you get a second roll whenever you would take damage or get hit.

CHOOSE YOUR FLAWS (You can choose up to two, a regular Flaw gives you +1 Trait Points.)
[] Main Character (+3 Trait Points)
You're the protagonist of the story, without the plot armor. One roll per turn is altered into a Critical Failure, starting with the highest roll. During combat rolls, roll twice, and take the lowest roll.

[] Slow (-2 All Traits)
You're not the brightest bulb.

[] Total Idiot (-5 All Traits, +2 Trait Points)
How are you still alive?

[] Quirkless I (+2 Trait Points)
You cannot have a Quirk, and Quirks that could affect you do not, including harmful ones.

[] Quirkless II (+5 Trait Points)
You cannot have a Quirk, and Quirks that could affect you do not, excluding harmful ones.

[] Ugly (-4 Diplomacy)
Someone hit you with the uggo hammer one too many times.

[] Scarred (-2 Diplomacy, -3 Intrigue)
You have been terribly scarred, something that takes away from both your appearance, and makes it near impossible to hide who you are.

[] Diseased (-3 Diplomacy, -2 Martial)
You catch colds and sicknesses nearly constantly.

[] Crippled (-2 Diplomacy, -5 Combat Rolls)
One of your hands or feet have been crippled beyond use, being replaced with a peg or claw. Can be taken twice.

[] De-limbed (-3 Diplomacy, -3 Intrigue, -10 Combat Rolls. +2 Trait Points)
You lost one of your limbs.

[] Weak (-3 Martial, -20 Hit Points)
You could barely lift a stack of papers, and the tiniest amounts of harm will knock you flat.

[] The Weakest (-8 Martial, -50 Hit Points, 1/2 Hit Point Regen, +3 Trait Points)
You're permanently weakened, to the point where you can barely function as a human being.

[] Combat Wombat (-10 to all Combat Rolls)
You couldn't fight your way out of a paper bag.

[] Dumb (-4 Learning)
A straight F-student!

[] Baka! (-10 Learning, +3 Trait Points)
It's a regular occurrence for you to forget how to breath.

[] Clumsy (-5 Intrigue)
You knock over things and trip over thin air.

[] Harem Clutz (-5 Intrigue, +2 Trait Points)
You're incredibly bad at interacting with members of the other sex. Whenever you do anything with those of the opposite sex, you get a -20 on your rolls.

[] Protagonist Clutz (-10 Intrigue, +2 Trait Points)
You have a tendency of finding out things and involving yourself. Whenever you roll a Intrigue roll, change your roll to an automatic critical, whether it's a success or a failure, then reroll again at -20, with a failure alerting others of your oddness.

[] lexycdis(-10 Stewardship, -2 Learning.)
You can't read very well, and numbers are just odd symbols to you.

[] Mild A.S.D. (-2 Diplomacy, Intrigue and Stewardship, +4 Learning)
You have a series of minor mental disorders that make it harder to socialize with others. As a bonus, Mental Influence Quirks don't work very well on you.

[] High A.S.D. (-6 Diplomacy, Intrigue and Stewardship, +4 Learning. +2 Trait Points)
You're heavily disabled mentally, to the point where you can barely work with modern society. As a bonus, you're immune to Mental Influence Quirks.

[] Sinful (-20 on rolls towards resisting your sin)
You have a severe tendency towards acting a certain negative way. You're either Lustful (-20 towards rolls on the opposite sex), Gluttonous (-20 towards rolls to not eat food near you), Greedy (-20 towards rolls to steal, cheat, or interacting with the rich), Slothful (-10 to Combat Rolls, -2 to Learning), Envious (-20 to rolls when interacting with those better than you), Wrotful (+5 to Combat Rolls, enter a bloodlust while fighting, -3 to all rolls save combat or combat-related rolls), or Proud (-15 to Diplomacy rolls when your "honor" is at stake).

OTHER STUFF
[] Name? (Write-In)
[] Gender? (Write-In)
[] Appearance? (Write-In/Photo)

Name: ??? ???
Age: Six
Gender: ?
Blurb: A young child attending [School]. Their dream is to be a hero!... probably. The Child's parents are both awesome, if average parents, and they don't have any siblings.
Karma: 0 (Average Civilian)

Attributes
MARTIAL - 3
HP: 100/100
Durability: 0
DIPLOMACY - 3
LEARNING - 3
STEWARDSHIP - 3
INTRIGUE - 3


Quirk: ??? ???
Synergy: +1 (You have a Quirk!)
Bonus: (???)

Opinions:
Parents: 10 000 (Revered)
School Kids: -30 (Neutral)

Resources: 500$ (Piggy Bank)
 
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@Adam Sark, I am unfamiliar with this setting. I tried to look up what HNBA was but all I got was the Hispanic National Bar Association.

[X] Knowledge
[X] Invention
[X] Quantum Mind
[X] Business Talent
[X] Inner Eye for Mystery
[X] Attractive
[X] Harem Course
[X] Mild A.S.D

[X] Toby
[X] Male
 
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[X] Knowledge
[X] Invention
[X] Quantum Mind
[X] Attractive
[X] Harem Course
[X] Mild A.S.D
[X] Jospeh
[X] Male
 
[X] knowledge
[X] Mutation
[X] Smart
[X] Strong
[X] Big
[X] Plastic mind
[X] Regen
[X] Attractive
[X] Mild A.S.D
[X] Sinful
-[X] Gluttonous
[X] Reimi Kisihibe
[X] Female
[X] Looks like a love-child of Magnus the red(Daemon form),Devil-woman,and Q(c-control)
 
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[X] Modularity
[X] Transformation
[X] Son of Inami! (Costs 2 Trait Points)
[X] Plot Armor (Costs 2 Trait Points)

[X] True Beauty (+10 Diplomacy, Costs 2 Trait Points)
[X] Silver Tongue (+2 Diplomacy, +3 Intrigue)

[X] Harem Clutz (-5 Intrigue, +2 Trait Points)
[X] Sinful (-20 on rolls towards resisting your sin)
-[X] Gluttony

[X] Ringo
[X] Female
 
[X] Immortal (Hit Point Regen x??, Unaging Trait gained, Costs 4 Trait Points)
[X] Genius (+5 to all stats, opens more Learning options. costs 2 Trait Points)
[X] Crystal Mind (+8 Learning, +1 Intrigue, +1 Stewardship. Costs 2 Trait Points)
[X] Silver Tongue (+2 Diplomacy, +3 Intrigue)
[X] Eye for Mystery (+7 Intrigue)
[X] Quirkless II (+5 Trait Points)
[X] Sinful (-20 on rolls towards resisting your sin)
-[X] Envious (-20 to rolls when interacting with those better than you)
[X] Werner Blackwood
[X] Male
[X] Appearance:
@Adam Sark Do I still have to pick a Quirk and Class if I pick the Quirkless trait?
 
I think there was a screw up with the tally since I popped up on every single vote.
 
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QUIRK
Knowledge/Invention - 2
Knowledge/Mutation - 1
Modularity/Transformation - 1

TRAITS
Smart - 1
Genius - 1
Strong - 1
Big - 1
Plastic Mind -1
Regen - 1
Crystal Mind - 1
Quantum Mind - 2
Business Talent - 1
Eye for Mystery - 1
Inner Eye of Mystery - 1
Attractive - 3
Son of Inami - 1
Plot Armor - 1
True Beauty - 1
Silver Tongue - 2
Immortal - 1

FLAWS
Harem Clutz - 3
Mild A.S.D. - 3
Quirkless II - 1
Sin/Envy - 1
Sin/Gluttony - 2

CHARGEN
Name/Toby - 1 {1}
Name/Joseph - 1 {2}
Name/Werner Blackwood - 1 {3}
Gender/Male - 3
Name/Reimi Kisihibe - 1 {4}
Name/Ringo - 1 {5}
Gender/Female - 2
Appearance/DB - 1 {1}
Appearance/JW - 1 {2}
Appearance (Magnus the Red + Devil-Woman + Q.
Appearance/RM - 1 {3}

Winning Vote
Knowledge/Invention - 2
Quantum Mind [-3]
Attractive [-1]
Silver Tongue [-1]
Spare Point (GM Choice: Strong) [-1]
Harem Clutz [+1]
Mild A.S.D. [+1]
Name: [5d: 3] Werner Blackwood
Gender: Male
Appearance: [3d: 2] Young JoJo

Name: Werner Blackwood
Age: Six
Gender: Male
Blurb: A young boy attending [School]. His dream is to be a hero!... probably. Werner's parents are both awesome, if average parents, and he doesn't have any siblings.
Karma: 0 (Average Civilian)

Attributes
MARTIAL - 11
HP: 130/130
Durability: 10
DIPLOMACY - 13
LEARNING - 32
STEWARDSHIP - 9
INTRIGUE - 9

Strong (+3 Martial, +30 Hit Points, +10 Durability)
Physically, you're bigger and tougher than a normal human, and durable enough that normal attacks barely hurt you.

Quantum Mind (+20 Learning, +3 Intrigue and Stewardship)
You've got a twelfth level intelligence... whatever that means.

Attractive (+5 Diplomacy, +2 Intrigue)
You can charm the socks off of anyone who meets you...

Silver Tongue (+2 Diplomacy, +3 Intrigue)
Talking comes easily to you, to the point where you can get away with everything up to murder...

Harem Clutz (-5 Intrigue)
You're incredibly bad at interacting with members of the other sex. Whenever you do anything with those of the opposite sex, you get a -20 on your rolls.

Mild A.S.D. (-2 Diplomacy, Intrigue and Stewardship, +4 Learning)
You have a series of minor mental disorders that make it harder to socialize with others. As a bonus, Mental Influence Quirks don't work very well on you.

Quirk: The Inner/Outer Mind
Your quirk has two main features.

The first is a general upgrade to your skills, giving you a natural talent on par with mundane geniuses, letting you excel in everyday affairs and situations impossibly well.

The second is a knack for designing, creating and using Psionic Devices. This affinity lets you build things such as Mind Readers, Teleporters, TK-Drives and Precog Chips. This ability also unlocks your latent psychic powers, but they're very weak without technological aides.

Synergy: I (You have a Quirk!)
Bonus: (+5 to all stats, +30 to all Psi Rolls)

Opinions:
Parents: 10 000 (Revered)
School Kids: -30 (Neutral)

Resources: 500$ (Piggy Bank)
Adam Sark threw 5 100-faced dice. Reason: Bully Martial Roll Total: 192
67 67 52 52 12 12 52 52 9 9
Adam Sark threw 4 100-faced dice. Reason: Werner's Martial Roll Total: 239
60 60 91 91 4 4 84 84
 
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Episode 1-1: Individuality Arc
Knowledge filled your head as they taunted you, as energy unknown to you circled your vision. The information passing through you telling you how your tech could pound these bullies into the dust, how to see them coming before they even thought to hurt you, or turn them into your greatest friends.

You knew immediately that this was your Quirk. You knew your Quirk was the Inner/Outer Mind. The ability to build machines that were controlled with your brain!

Before you could head home and tell your parents, you had to deal with your bullies first.

Hugo Litzberg and Roger Bunzo, two buttheads that were more muscle than brain. Litzberg could make things invisible (including himself), and had a tendency to steal your things when no one was watching. Bunzo could fall apart into pieces, and control his detached body parts telekinetically.

Together, they ruled the playground using their Quirks to terrorize the weaker students and Quirkless kids. You'd been their latest victim, mostly due to the fact that you were acing pretty much every test that was put in front of you. they'd confronted you in the school's playground once school let out, and were currently beating you up.

Right now, Hugo and Roger had you surrounded by their combo move, randomly shoving you around with their invisible attacks, taunting you...

[60+11-(67+15)= 11-10 = 1 HP lost]

When an invisible fist bops you on the nose, cracking it and sending a trickle of blood down your shirt.

Enough! You flail your limbs, a tiny mote of that weird energy engulfing your eyes. Suddenly, you can see a outline of the bits of Bunzo's flying arms, as well as the invisible duo floating off the ground a few feet away. Rogers ground-bound feet are highlighted in your vision, hiding besides a slide. You dodge the flying bits, and sprint off towards the invisible feet, before...

[91+11+30- (52+15) = 65! Cripple Limb (Roger)]

Grabbing a foot and flexing your muscles, bending the toes back before you hear a series of sickening cracks. Hugo goes flying as Roger yells and throws his partner, sending him flying towards a park bench, where hits it and splinters the seat. The invisibility cuts off, and the two boys become visible again.

Roger, while in severe pain, rages, pops into hundreds of pieces, and rushes at you...

[4+11 - (12-5) = Barely dodged]

Only to slam into the ground around you as you barely move out of the way. Taking the chance, you stomp down on a random piece of the split body...

[84+11 - (52-5-5) = 53! Chest Crippled]
[Roger has reached 0 HP. Unconscious? Yes.]

Making the boy's bits scream uncontrollably, before squeaking and stopping.

Well. That was easy.

[Skill: Brawling Amateur F gained]
[-1000 Opinion with Roger and Hugo]
[+1 Karma]

You head home, leaving the two bullies in their messes, happy to get away from them.

Name: Werner Blackwood
Age: Six
Gender: Male
Blurb: A young boy attending [School]. His dream is to be a hero!... probably. Werner's parents are both awesome, if average parents, and he doesn't have any siblings.
Karma: +1 (Average Civilian)

Attributes
MARTIAL - 11
HP: 130/130
Durability: 10
DIPLOMACY - 13
LEARNING - 32
STEWARDSHIP - 9
INTRIGUE - 9

Strong (+3 Martial, +30 Hit Points, +10 Durability)
Physically, you're bigger and tougher than a normal human, and durable enough that normal attacks barely hurt you.

Quantum Mind (+20 Learning, +3 Intrigue and Stewardship)
You've got a twelfth level intelligence... whatever that means.

Attractive (+5 Diplomacy, +2 Intrigue)
You can charm the socks off of anyone who meets you...

Silver Tongue (+2 Diplomacy, +3 Intrigue)
Talking comes easily to you, to the point where you can get away with everything up to murder...

Harem Clutz (-5 Intrigue)
You're incredibly bad at interacting with members of the other sex. Whenever you do anything with those of the opposite sex, you get a -20 on your rolls.

Mild A.S.D. (-2 Diplomacy, Intrigue and Stewardship, +4 Learning)
You have a series of minor mental disorders that make it harder to socialize with others. As a bonus, Mental Influence Quirks don't work very well on you.

Brawling F (0/4)
The pugilist's main weapons are his fists, and you know how to use these... somewhat. +1 on Combat rolls when unarmed and not in Tactical Combat.

Quirk: The Inner/Outer Mind
Your quirk has two main features.

The first is a general upgrade to your skills, giving you a natural talent on par with mundane geniuses, letting you excel in everyday affairs and situations impossibly well.

The second is a knack for designing, creating and using Psionic Devices. This affinity lets you build things such as Mind Readers, Teleporters, TK-Drives and Precog Chips. This ability also unlocks your latent psychic powers, but they're very weak without technological aides.

Synergy: I (You have a Quirk!)
Bonus: (+5 to all stats, +30 to all Psi Rolls)

Opinions:
Parents: 10 000 (Revered)
School Kids: -30 (Neutral)
- Roger and Hugo: -1 030 (Hated)

Resources: 500$ (Piggy Bank)
 
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Characters
Mr. Neil Werner (31)​
Neil Werner is a Quirkless media artist who mostly dabbles into music and video. He's incredibly stereotypical, somewhat klutzy, and has a voice that's smoother than polished ice. Tall and lanky, he tries his best to teach his son life's lessons.

(2002, Winter) He's been getting in touch with some bigwig media people. Something about a new type of video distribution? Also, he's taken to watch a huge amount of japanese cartoons....

Ms. May Werner (38)​
Born Mei Imada, she immigrated at the age of two with her family to Canada roughly ten years after the Individuality Outbreak. A Mass-Production Inventor, May is capable of building machines that can reproduce other inventor' technology extremely cheaply and quickly, and with common materials. She's an environmentalist, known for confronting mega corporations and industries for their inefficient and polluting factories. While not there all the time, she tries to support her son whenever she's home.


(2002, Winter) She returned home for Christmas. Looked ragged and tired, having recently been dealing with a shoemaking company that was exploiting minorities in third-world countries.

Book-Kun (0)​
Due to some sort of accident when you were writing down your theorem in a book, you accidentally gave sentience to the bound notebook.

(2002, Winter) Got an upgrade, now has some form of precognition regarding itself.
 
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Episode 1-2: Individuality Arc
2001, 4th Trimester
Beginning of Fall​

Resources: 500$
-- 0 --
Martial Actions (Choose One)
[] Take martial Arts course [Requires 30] (Costs 20) {Reward: Brawling becomes Pugilism. Chance of new skills}
You feel a burning need to learn how to kick butt.
[] Exercise for Gym Class [Required 10/40] (Costs 0) {Reward: New Skill}
[] Durability Training [Required 1-/40] (Costs 0) {Reward: New Skill}
[] Learning Tactical Combat [Required 10/40] (Costs 0) {Reward: New Skill}

Diplomacy Actions (Choose One)
[] Make up with the bullies [Required 70] (Costs 0) {Reward: Bullies Opinion +10x Success, School Kids Opinion +1x Success}
There's no point in fighting, right?
[] Be a Teacher's Pet [Required 20] (Costs 0) {Reward: Preferential treatment at the school. Teachers Opinion +5x Success}
The teachers at the school are the most important people. Maybe you should get to know them better?
[] Local News [Required 20] (Cost 0) {Reward: Get to know some local gossip and news}
[] World News [Required 30] (Costs 0) {Reward: Get to know some stuff about the world}

Stewardship (Choose One)
[] Invest in business [Required 50] (Costs 50x???) {Reward: (???-2)+2d x 50$/turn)
There's a kid that likes to sell juice and stuff at the playground. Maybe you can make a deal with him?
[] Get an Allowance from Dad [Required 20] (Costs 0) {Reward: +50$/turn}
You know big kids get an allowance to buy stuff... maybe you can convince your dad to give you some money?
[] Get a job at the Junk Shop [Required 40] (Costs 0) {Reward: +200$, requires an Intrigue roll each turn}
There's a cool shop at the corner of your street that sells random stuff. Maybe you can work there for money?
[] Find a secret Base! [Required 60] (Costs 0) {Reward: A secret base}
A true Hero needs a secret base to store all his stuff!

Intrigue (Choose One)
[] Blackmail the Bullies [Required 30/50] (Costs 0) {Reward: No more bullies!}
The bullies, Hugo and Roger, are out for blood, and will keep pestering you until you deal with them.
[] Find some Playground Contacts [Required 60] (Costs 50) {Reward: Get to know the school better. Contacts unlocked}
While it's a start, maybe you should befriend some of the kids at the school to learn about what's happening around you?
[] Hero Scouting [Required 20] (Costs 0) {Reward: Knowledge on the heroes}
You don't really know who the heroes in the area are...
[] Villain Scouting [Required 40] (Costs 0) {Reward: Knowledge on the Villains}
... Or the villains and bad guys either.
[] Area Mapping [Required 30] (Costs 0) {Reward: Knowledge on the area}
Where exactly are you? all you really know is [Home] and [School]...

Learning Actions (Choose Three)
[] Study! [Required 20/50/80] (Cost 0) {Reward: Pass school classes}
Study for School, learn all the things!
[] Extra Study! [Required 50/90] (Cost 0) {Reward: Skip grades!}
Do some extra studying, completing your courses faster.
[] Write down Basic Psionics Theorem [Requires 30/60/90] (Cost 0) {Reward: Faster Psi actions}
Write down some of your thoughts on Psionic machinery, and it's sub-type technology.
[] Study Neuroscience Basics [Required 60/90] (Costs 50) {Reward: Faster Psi Actions, + Learning}
Learn how a brain works, and the basics on neurosciences.

Quirk Actions (Choose One)
[] Meditate [Intrigue: Requires 60] (Costs 0) {Reward: Better Synergy}
You have a quirk now, how much has it changed you?
[]Energy Gathering [Martial: Requires 30] (Costs 0) {Reward: More Psi actions in combat}
Your Quirk lets you gather and use some form of energy... Maybe you could hold some more in yourself?
[] Psi Combo Planning [Learning: Requires 75] (Costs 0) {Reward: Unlocks a new branch of Psionics}
You know you can do some weird things with the energy, maybe you can find out something else you could do with it?

Free Time (Choose One)
[] Extra Action: Perform an extra action.
[] Relax and De-stress: You're a very busy six year old. Maybe you should relax?
[] Other Action: Do an unlisted action.

Free Actions
[] Pick a Hero Name! (There's gotta be a good one out there for you!)

 
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[X] Exercise for Gym Class [Required 10/40] (Costs 0) {Reward: New Skill}
[X] Be a Teacher's Pet [Required 20] (Costs 0) {Reward: Preferential treatment at the school. Teachers Opinion +5x Success}
[X] Get an Allowance from Dad [Required 20] (Costs 0) {Reward: +50$/turn}
[X] Blackmail the Bullies [Required 30/50] (Costs 0) {Reward: No more bullies!}
[X] Study! [Required 20/50/80] (Cost 0) {Reward: Pass school classes}
[X] Extra Study! [Required 50/90] (Cost 0) {Reward: Skip grades!}
[X] Write down Basic Psionics Theorem [Requires 30/60/90] (Cost 0) {Reward: Faster Psi actions}
[X] Meditate [Intrigue: Requires 60] (Costs 0) {Reward: Better Synergy}
[X] Extra Action: Perform an extra action.
-[X] Take martial Arts course [Requires 30] (Costs 20) {Reward: Brawling becomes Pugilism. Chance of new skills}
 
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[X] Take martial Arts course [Requires 30] (Costs 20) {Reward: Brawling becomes Pugilism. Chance of new skills}
[X] Be a Teacher's Pet [Required 20] (Costs 0) {Reward: Preferential treatment at the school. Teachers Opinion +5x Success}
[X] Get an Allowance from Dad [Required 20] (Costs 0) {Reward: +50$/turn}
[X] Blackmail the Bullies [Required 30/50] (Costs 0) {Reward: No more bullies!}
[X] Study! [Required 20/50/80] (Cost 0) {Reward: Pass school classes}
[X] Extra Study! [Required 50/90] (Cost 0) {Reward: Skip grades!}
[X] Study Neuroscience Basics [Required 60/90] (Costs 50) {Reward: Faster Psi Actions, + Learning}
[X] Meditate [Intrigue: Requires 60] (Costs 0) {Reward: Better Synergy}
[X] Relax and De-stress: You're a very busy six year old. Maybe you should relax?
 
Voting Closed. Tallying

[X] Exercise for Gym Class [Required 10/40] (Costs 0) {Reward: New Skill} - 1

[X] Be a Teacher's Pet [Required 20] (Costs 0) {Reward: Preferential treatment at the school. Teachers Opinion +5x Success} - 2

[X] Get an Allowance from Dad [Required 20] (Costs 0) {Reward: +50$/turn} - 2

[X] Blackmail the Bullies [Required 30/50] (Costs 0) {Reward: No more bullies!} - 2

[X] Study! [Required 20/50/80] (Cost 0) {Reward: Pass school classes} - 2
[X] Extra Study! [Required 50/90] (Cost 0) {Reward: Skip grades!} - 2
[X] Write down Basic Psionics Theorem [Requires 30/60/90] (Cost 0) {Reward: Faster Psi actions} - 1
[X] Study Neuroscience Basics [Required 60/90] (Costs 50) {Reward: Faster Psi Actions, + Learning} 1

[X] Meditate [Intrigue: Requires 60] (Costs 0) {Reward: Better Synergy} - 2

[X] Extra Action: Perform an extra action. - 1
-[X] Take martial Arts course [Requires 30] (Costs 20) {Reward: Brawling becomes Pugilism. Chance of new skills} - 2

[X] Relax and De-stress: You're a very busy six year old. Maybe you should relax? - 1

Winning Vote:
Martial:
-Exercise for Gym Class
-Take Martial Arts Course

Diplomacy:
-Be a Teacher's Pet

Stewardship:
-Get an Allowance from Dad

Intrigue:
-Blackmail the Bullies

Learning:
-Study!
-Extra Study!
-Write down Basic Psionics Theorem

Quirk:
-Meditate

Free Action:
Extra Action
 
Episode 1-2a: Individuality Arc
2001, 4th Trimester
End of Fall​
Resources: 20 520$, 10 000$ In random investments.
Income: +50$/Turn.

-- 0 --​
Martial​
[X]Take martial Arts course [Requires 30n] (Costs 20) {Reward: Brawling becomes Pugilism. Chance of new skills}
Roll: 68+11 = 79, Two Successes.

Your father signs you up to some beginner courses, during which you learn the very basics of fistfighting.

While you're just learning the basics, you find that you're a natural at blocking attacks.

Rewards: Brawling changed to Pugilism, +2 EXP. Techniques Unlocked (Pugilism: Blocking), +2 EXP.

[X]Exercise for Gym Class [Required 10/40] (Costs 0) {Reward: New Skill}
Roll: 14+11 = 25

For some reason, you just can't seem to push yourself very far when in the gym. While it isn't worrying, you only manage to pass the physical portions of the class with a solid B+.

Reward: Fitness Maintained. Skill: Athletics unlocked, +1 EXP.

Diplomacy​
[X]Be a Teacher's Pet [Required 20] (Costs 0) {Reward: Preferential treatment at the school. Teachers Opinion +5x Success}
Roll: 16+13= 29

You try to be a good kid in class, and while you rarely get into trouble, some of the teachers seem wary of you...

Reward: +45 Opinion of [School] Teachers.
Stewardship​
[X]Get an Allowance from Dad [Required 20] (Costs 0) {Reward: +50$/turn}
Roll: 91+9= 100! Crit!
Reroll: 67.

Okay. So, your dad seems to have gone crazy when you weren't looking. One day, he sits you down and goes on this huge speech about the importance of money and keeping a good balance, then makes you sign a bunch of forms.

It seems that your dad thinks you're ready for your own Investment Portfolio... Yay?

Reward: +50$/Turn, Unlocked The Stock Market Options.
Intrigue​
[X]Blackmail the Bullies [Required 30/50] (Costs 0) {Reward: No more bullies!}
Roll: 27+9 = 36

Roger and Hugo, while a pain in the ass, take the threat of you beating them up again seriously, and don't cause any trouble for you at school.

You catch them bullying others from time to time, but so long as they don't go too far, you don't care.

Reward: No more Bullies. +50 Opinion with [School] Kids.
Learning​
[X] Study! [Required 20/50/80] (Cost 0) {Reward: Pass school classes}
Roll: 49+32= 81

You ace every one of your tests this trimester, and even get the bonus questions right! On the National Scores, you were ranked in the top ten kids in your grade!

Reward: Bragging Rights. +200 Opinion with [School], +5 Opinion with [THE WORLD]

[X] Extra Study! [Required 50/90] (Cost 0) {Reward: Skip grades!}
Roll: 79+32 = 111! Critical!
Reroll: 97+11= 108! Critical!
Reroll: 53+8= 61.

Your [School] pulls you aside one day to enter in an international exam to rank you against kids around the world, one with a hundreds of scholarships for kids who succeed in the gruelling test.

The results of your testing come back a day before the start of winter break. You've ranked 3rd worldwide.

Woah.

You got a neat giant check worth 20 000$ for your education, and an unreasonable amount of invitations to schools around the world. Your [School] also offers to bring in private tutors as well, if you decide to stay there.

Reward: Choice to change [Schools], 20 000$, Bragging Rights, +30 Opinion with [THE WORLD]

[X] Write down Basic Psionics Theorem [Requires 30/60/90] (Cost 0) {Reward: Faster Psi actions}
Roll: 83+32+30= 145! Crit!
Reroll: 58+45= 103! Crit!
Reroll: 100+3= 103! Crit!
Reroll: 87+3= 90... 13 passes!

Okay. What.

You, uh. Somehow rewrote reality while you were putting down your thoughts. When you put your notebook down one night, it somehow warped into something... else.

It's sentient now, and linked to your brain.

Basic Hypothesis: 100% (1/1)
Basic Math: 100% (3/3)
Basic Neurology: 100% (3/3)
Basic Application: 100% (3/3)
Advanced Math: 0%
Advanced Neurology: 0%
Research - Bio-Psi: 0%
Research - PK: 0%
Research - Psi-Constructs: 27% (3/?)
Research - ESP: 0%
Research - Telepathy: 0%
Research - Dimensional Psi: 0%
Master Math: 0%
Master Neurology: 0%
Misc. Psionics: 0%
The Truth: 0%

Reward: Psionics Research unlocked. Basics mastered. Quirk Bonus: Psi-Constructs unlocked. Trait: Devil's Luck I unlocked.
Quirk​
[X] Meditate [Intrigue: Requires 60] (Costs 0) {Reward: Better Synergy}
Roll: 78+9+30 = 117! Crit!
Roll: 100+17 = 117! Crit!
Roll: 19+17 = 36.

You meditate on the meaning of your Quirk, trying to find the meanings of it. You dig deep into yourself, finding how it expresses itself in what can only be described as your soul.

It's when you reach to the source of your Individuality that you see it. Something's attached itself to you, and it's both immense and puny. Sometimes it nudges you to do certain things, and helps you in ways you can't even describe.

Is this what a Quirk really is? Some sort of... thing? Are Other Quirks like this?

You don't know, but you'll find out.

Reward: Quirk Melding Options unlocked. Synergy raised to IV. Trait: Devil's Luck I changed to Devil's Luck II.

Free Actions​
[X] Extra Action: Perform an extra action
-[X] Take martial Arts course
Name: Werner Blackwood
Age: Six
Gender: Male
Blurb: A young boy attending [School]. His dream is to be a hero!... probably. Werner's parents are both awesome, if average parents, and he doesn't have any siblings.
Karma: +1 (Average Civilian)

Attributes
MARTIAL - 11
HP: 130/130
Durability: 10
DIPLOMACY - 13
LEARNING - 32
STEWARDSHIP - 9
INTRIGUE - 9

Strong (+3 Martial, +30 Hit Points, +10 Durability)
Physically, you're bigger and tougher than a normal human, and durable enough that normal attacks barely hurt you.

Quantum Mind (+20 Learning, +3 Intrigue and Stewardship)
You've got a twelfth level intelligence... whatever that means.

Attractive (+5 Diplomacy, +2 Intrigue)
You can charm the socks off of anyone who meets you...

Silver Tongue (+2 Diplomacy, +3 Intrigue)
Talking comes easily to you, to the point where you can get away with everything up to murder...

Harem Clutz (-5 Intrigue)
You're incredibly bad at interacting with members of the other sex. Whenever you do anything with those of the opposite sex, you get a -20 on your rolls.

Mild A.S.D. (-2 Diplomacy, Intrigue and Stewardship, +4 Learning)
You have a series of minor mental disorders that make it harder to socialize with others. As a bonus, Mental Influence Quirks don't work very well on you.

Devil's Luck II (+10 on Failures)
You have the Devil's Luck, gained from rolling a natural 100. Whenever you suffer a Failure, Devil's luck adds +5 for every level the trait has.

Skill Rank to point: F=1, E=4, D=9, C=16, B=27, A=36, S=49. Techniques slide one rank forwards to the skill's ability.

Pugilism F (3/4)
The pugilist's main weapons are his fists, and you know how to use these... somewhat. +1 on Combat rolls when Unarmed.

Pugilism Technique: Block E (2/4)
You know how to block with your fists. In Unarmed Combat, 1/9th of all damage is blocked.

Athletics F (1/4)
This is your ability to do physically demanding exercises and stunts over a large period of time. +1 to Martial rolls, but not to Combat Rolls.

Quirk: The Inner/Outer Mind
Your quirk has two main features.

The first is a general upgrade to your skills, giving you a natural talent on par with mundane geniuses, letting you excel in everyday affairs and situations impossibly well.

The second is a knack for designing, creating and using Psionic Devices. This affinity lets you build things such as Mind Readers, Teleporters, TK-Drives and Precog Chips. This ability also unlocks your latent psychic powers, but they're very weak without technological aides.

Synergy: IV (You now can "feel" your Quirk.)
Battery: 1/1
Bonus: +5 to all stats, +30 to all Psi Rolls.
Abilities: Psi-Constructs (Basics).


Opinions:
[THE WORLD] +35 (Neutral)
Parents: 10 000 (Revered)
Psi-Book: 5 000 (Revered- Servant)
[School]
-Teachers: +245 (Liked)
-Kids: +220 (Liked)
--Roger and Hugo: -780 (Very Disliked)

Basic Hypothesis: 100% (1/1)
Basic Math: 100% (3/3)
Basic Neurology: 100% (3/3)
Basic Application: 100% (3/3)
Advanced Math: 0%
Advanced Neurology: 0%
Research - Bio-Psi: 0%
Research - PK: 0%
Research - Psi-Constructs: 27% (3/?)
Research - ESP: 0%
Research - Telepathy: 0%
Research - Dimensional Psi: 0%
Master Math: 0%
Master Neurology: 0%
Misc. Psionics: 0%
The Truth: 0%

Resources: 20 520$, 10 000$ In random investments.
Income: +50$/Turn.
Gear: Mind-linked Psionics Theorem Book
 
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Episode 1-3: Individuality Arc
2002, 1st Trimester
Beginning of Winter
Resources: 20 520$, 10 000$ In random investments.
Income: +50$/Turn.
-- 0 --
Martial Actions (Choose One)
[] Do some Strength Training [Required (50-13)n] (Costs d20x20) {Reward: New Skill. Chance of gaining Martial}
[] Continue Martial Arts course [Requires 30n] (Costs 20) {Reward: Pugilism advancement. Chance of new Techniques}
-[] Focus on Technique: @Technique@ {Alt. Reward: Pugilism Advancement x0.5, Technique Advancement x2}
[] Exercise for Gym Class [Required 10/40] (Costs 0) {Reward: Athletics Advancement}
[] Durability Training [Required 10/40] (Costs 0) {Reward: New Skill}
[] Learning Tactical Combat [Required 10/40] (Costs 0) {Reward: New Skill}
[] Hire a personal Trainer [Required 40] (Cost 0.5k$/Month) {Reward: More Martial Actions}

Diplomacy Actions (Choose One)
[] Talk to yourself with a mirror [Required (50-13)n] (Costs 0) {Reward: New Skill, Chance of gaining Diplomacy}
[] Get some [School]-Sponsored Tutors [Required 40] (Costs 0) {Reward: More Diplomacy and Learning Actions}
[] Be a Teacher's Pet [Required 20] (Costs 0) {Reward: Preferential treatment at the school. Teachers Opinion +5x Success}
[] Local News [Required 20] (Cost 0) {Reward: Get to know some local gossip and news}
[] World News [Required 30] (Costs 0) {Reward: Get to know some stuff about the world}

Stewardship (Choose One)
[] Attend Business Classes [Required (50-9)n] (Costs 0.2K$) {Reward: New Skill, Chance of gaining Stewardship}
[] Invest in business [Required 50] (Costs 100/Mo.) {Reward: d20 x 50$/turn)
[] Play the Stock Market [Required 30n] (Costs 500n) {Reward: 5d500n in Stocks}
[] Get a job at the Junk Shop [Required 40] (Costs 0) {Reward: +5x Intrigue Roll$, requires an Intrigue roll each turn}
[] Find a secret Base! [Required 60] (Costs 0) {Reward: A secret base}
[] Hire an Investor [Required 40] (Costs 0.8k/Mo.) {Reward: Extra Stewardship Actions}

Intrigue (Choose One)
[] Play Spy Games [Required (50-9)n] (Costs 0) {Reward: New Skill, chance of gaining Intrigue}
[] Find some Playground Contacts [Required 60] (Costs 50) {Reward: Get to know the school better. Contacts unlocked}
[] Hero Scouting [Required 20] (Costs 0) {Reward: Knowledge on the heroes}
[] Villain Scouting [Required 40] (Costs 0) {Reward: Knowledge on the Villains}
[] Area Mapping [Required 30] (Costs 0) {Reward: Knowledge on the area}

Learning Actions (Choose Three)
[] Change [Schools] [Required 0] (Costs 0) {Reward: Miniturn, choice of a new/better school}
[] Study! [Required 20/50/80] (Cost 0) {Reward: Pass school classes}
[] Extra Study! [Required 50/90] (Cost 0) {Reward: Skip grades!}
[] Write down Basic Psionics Theorem [Requires 30/60/90] (Cost 0) {Reward: Faster Psi actions}
[] Study Neuroscience Basics [Required (50-32)n] (Costs nx50) {Reward: Quirk Bonus increase, Chance of new Skill, Chance of gaining Learning}

Quirk Actions (Choose One)
[] Meditate [Intrigue: Requires (75-9)] (Costs 0) {Reward: Better Synergy}
-[] Melding [Intrigue+Learning: Requires (100-9-32)] (Costs 0) {Reward: Even More Synergy. Quirk Bonus Increase}
[] Energy Gathering [Martial: Requires (60-13)] (Costs 0) {Reward: More Psi actions in combat}
[] Figure out a New Technique [Learning: Requires (75-32)] (Costs 0) {Reward: unlocks new Psi Techniques}
[] Try to read someone's thoughts [Diplomacy: Requires (60-13)] (Costs 0) {Reward: Unlocks Telepathy Research, Chance of new technique}

Free Time (Choose One) {Stress Mod: -1}
[] Extra Action: Perform an extra action.
[] Relax and De-stress: You're a very busy six year old. Maybe you should relax?
[] Other Action: Do an unlisted action.

Miniturn Actions (Choose One)
[] A Hero's Beginning (Costs 0.3k$) {Reward: You're decked out for any Heroing you do!}
[] Christmas Shopping! (Costs 100) {Reward: Increase Parent's Opinion}
[] A True Hero comes to school! (Costs 0) {Reward: Chance of being inducted into [HERO SCHOOL].​
 
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