Impulses and Chance
{One of the chief tells of psychopathy, especially in younger individuals, is the incredibly impulsive personality. At this stage in Archer's life, he is very susceptible to impulsive behavior and reacting without thought due to said impulse. This may mean any number of things (from hurting someone out of curiosity for how they might respond or because of some minor slight, to ruining something he's working on, to embarrassing himself by giving a poorly constructed answer or giving away his true intentions). I'm having trouble thinking of a better, wider array of examples at the moment, however, I've wanted to find some way of randomizing and developing this control in a meaningful, traceable, feasible manner. As such, I'm going to be implementing a "chance system" of sorts where those moments of impulse are concerned.
In essence, whenever Archer would come across a situation in which he feels compelled to do something as a result of his poor impulse control, I'll assign resisting that impulse a DC to beat and roll a die. At present, I'm assigning a penalty of 3 to those rolls due to just how poorly he controls his impulses at this juncture in his life. I haven't decided when or how often he'll need to succeed or fail to improve, but I will be keeping track of each instance and its outcome and periodically updating. I will most likely key noticable developments to plot points so that while he's gaining experience and strengthening this ability each time he interacts with someone, he still won't get significantly better at it without actual canon time passing.
I believe the phrase is, "TL; DR," but it all boils down to "Jack is an insufferable nerd who takes things a little too seriously in relation to his blogs."}










