TT is liable to understand our powers moment we do basically anything. It is very low on the list of things we should worry about, unless we plan on not doing anything and just jerking off in the sewers for the foreseeable future.
Also teleportation out of a public location will no doubt draw attention.
I don't particularly care about that, but in case you or TT care there is number of things we can do to go teleport away stealthy. Given that we are both under guises though, I don't see the point.
TT is liable to understand our powers moment we do basically anything. It is very low on the list of things we should worry about, unless we plan on not doing anything and just jerking off in the sewers for the foreseeable future.
I don't particularly care about that, but in case you or TT care there is number of things we can do to go teleport away stealthy. Given that we are both under guises though, I don't see the point.
Sure but there is no need to make things easy for her. Not when she is yet to be even an ally, let alone a trusted confidant. Her power is both unreliable and has a usage cap. So the less we show our cards, the less she will get. Considering all our secrets automatically forfeit is defeatist.
As for teleportation, a little discretion now could save us a lot of trouble later. A high end cafe no doubt has cameras and teleportation draws a lot of attention. Just having the public aware of a teleporter is more information then we need to give away for no reason.
If we want to move somewhere more private, we can just walk.
Sure but there is no need to make things easy for her. Not when she is yet to be even an ally, let alone a trusted confidant. Her power is both unreliable and has a usage cap. So the less we show our cards, the less she will get. Considering all our secrets automatically forfeit is defeatist.
As for teleportation, a little discretion now could save us a lot of trouble later. A high end cafe no doubt has cameras and teleportation draws a lot of attention. Just having the public aware of a teleporter is more information then we need to give away for no reason.
If we want to move somewhere more private, we can just walk.
The point is that a) IC this might very well be setup for an ambush, so fucking off to be on our terms is prudent and b) OOC we do want to show her some spells because we want to impress her, so she actually tries to use us to get away from Coil.
TT knowing or not knowing how we work is not too much of a concern. Information on how exactly our spellcasting works is an advantage, of course, but it is not enough of an advantage for our enemies that we should let it shape how we should act. Teleportation thing is "public might know that someone teleported in coffee". Like sure, who cares.
These tiny bits of potential security are completely irrelevant to pushing our agenda and advancing our state.
On the one hand, while I partially want to deny it, I can't. There is an explainable chain of events leading here, though, one that couldn't have been avoided using the information y'all had available, so I suppose in some ways that kind of is fate, isn't it?
Well, I suppose if y'all chose to go to the farther city and ended up in New York you obviously would've dodged this, but still, tomato tomato.
The point is that a) IC this might very well be setup for an ambush, so fucking off to be on our terms is prudent and b) OOC we do want to show her some spells because we want to impress her, so she actually tries to use us to get away from Coil.
TT knowing or not knowing how we work is not too much of a concern. Information on how exactly our spellcasting works is an advantage, of course, but it is not enough of an advantage for our enemies that we should let it shape how we should act. Teleportation thing is "public might know that someone teleported in coffee". Like sure, who cares.
These tiny bits of potential security are completely irrelevant to pushing our agenda and advancing our state.
It might, but why would someone part of an ambush tip us off? It would be easier to just attack instead of telling us our disguise has been seen through.
I guess I don't particularly care about awing TT with our power.
People searching for a teleporter means that if we teleport in public again people might connect this to us. If we do so in a different appearance people may figure out we can change our appearance. You don't need a power for it to be able to connect the dots.
TT is worse at keeping secrets then we are. Least of all because of her association with Coil. Egro, anything she knows has increased chance of leaking.
Small bits of security add up, and giving them up for no reason at all seems foolish to me.
On the one hand, while I partially want to deny it, I can't. There is an explainable chain of events leading here, though, one that couldn't have been using the information y'all had available, so I suppose in some ways that kind of is fate, isn't it?
Well, I suppose if y'all chose to go to the farther city and ended up in New York you obviously would've dodged this, but still, tomato tomato.
I mean I can see some of it. TT was able to deduce our presence in the library from the minor physical signs our passage left behind. Maybe get a basic personality profile.
There might be something in between on how she found the cafe besides luck, or maybe it was just luck.
Noticing us in the cafe would be easy enough for her. Maybe the screen wasn't tilted at quite the same angle for our eyes. Maybe we were reading too quickly or our typing didn't match someone using normal human hands.
If she saw our research topics that would be enough to guess the "not from around here". From there she has enough to throw it out to test our response.
Given what she has seen of our abilities she probably things we have some sort of stranger power that works for both invisibility and disguises. Combined with a better then human body and the stealth skills to back it up it is a powerful combination for a spy or assassin in Worm.
Yes, fanon likes to exaggerate Sarah's abilities, but she needs to know about things in order to draw conclusions, she can be wrong and be deceived, although the latter is not easy. Okay, despite my best efforts, I don't think our hero can move in the same way as humans, even if many people probably just don't pay attention to it.
Personally, I don't want to deal with her right now and move on to the fun stuff. How should we approach eliminating the Nine?
Yes, fanon likes to exaggerate Sarah's abilities, but she needs to know about things in order to draw conclusions, she can be wrong and be deceived, although the latter is not easy.
Yes! Thank you! I have read (and enjoyed) many many stories where she did just ridiculous, drew conclusions from absolutely nothing, effectively actually Psychic versions of Tattletale, which while can be sometimes interesting or neat, is certainly a fair touch overblown compared to what she can actually do.
It's definitely on the scale of 'very difficult', but the funny thing is Iluontar absolutely can. Like, I'm surprised nobody's mentioned the additions to the revealed skills since this was the section I'd revealed the most skills in one go other than the first, I believe. PF skills can get ridiculous when pumped up. Although not quite as ridiculous as 3.5 Epic skills could, for that you only need to see that there is a Balance DC for walking on clouds. Like, not using any magic, you're just so incredibly skilled at balancing, that you become capable of walking on clouds, pure Wuxia/Xianxia brand of absolute craziness.
[X] Plan Out-Thinker
-[X] She has you at a disadvantage, if she would introduce herself?
-[X] Do your best to analyse her down to the smallest detail. Who is this person, and why have they approached you.
-[X] Let her talk, try not to give away too much.
Casting a spell takes a standard action and provokes attacks of opportunity.
Dominate also has verbal and somatic components (magic words and hand waving) and possibly other visual indicators based on our own casting style.
Chaining both of these together would require us to do a small song and dance. Move and put our hands on Sarah. And then do another little song and dance. Totalling about 12 seconds.
Plenty of time to get a reaction from people. We would also have to pack our laptop but if the gm feels kind that could be wrapped up as part of a movement action.
On to something else now!
@Sckribe does our character know of psionics? If they exist. It would also be a rare but not impossible way to get around mindblank.
Simply as a possibility. I know you already said shard powers are technology.
Oh yeah, you're more than able to put away the laptop, it's assumed that unless you specify bringing it back up that you take the maybe half a second to finish putting it away. Easy.
Well firstly on the second thing, I never explicitly said so, how dare you- ha. Yeah, that realization's out of the bag. As far as psionics, your character is tangentially background aware that at some point they at least had been a thing, but that's about it as far as Iluontar currently knows.
Scheduled vote count started by Sckribe on Nov 19, 2023 at 12:29 AM, finished with 17 posts and 5 votes.
[X] Plan Out-Thinker
-[X] She has you at a disadvantage, if she would introduce herself?
-[X] Do your best to analyse her down to the smallest detail. Who is this person, and why have they approached you.
-[X] Let her talk, try not to give away too much.
[X] Plan Out-Wizard
-[X] Cast Arcane Sight and check how the person looks under Arcane Sight
-[X] Offer to continue conversation elsewhere. If she agrees Greater Teleport away with her to some remote location
-[X] If not, leave some money on the table and sink away in the ground yourself. Lurk and follow the girl instead using your abilities
Scheduled vote count started by Sckribe on Nov 19, 2023 at 12:29 AM, finished with 17 posts and 5 votes.
[X] Plan Out-Thinker
-[X] She has you at a disadvantage, if she would introduce herself?
-[X] Do your best to analyse her down to the smallest detail. Who is this person, and why have they approached you.
-[X] Let her talk, try not to give away too much.
[X] Plan Out-Wizard
-[X] Cast Arcane Sight and check how the person looks under Arcane Sight
-[X] Offer to continue conversation elsewhere. If she agrees Greater Teleport away with her to some remote location
-[X] If not, leave some money on the table and sink away in the ground yourself. Lurk and follow the girl instead using your abilities
You speak, slowly sitting back fully upright, resting your upper arms on the table, "Pardon me, miss, I appear to be at a bit of a disadvantage," you adjust the position of your actual head slightly to the right while adjusting your illusion to glance to the left, "Could you introduce yourself?"
She follows the actual had movement on a slight delay, after a far more immediate reflexive look in the same direction the illusion glanced in but the actual you hadn't. Not as if she could properly see through the illusion herself, but more as if she were continuously being described what was actually behind the illusion by someone who had seen through it, similar to the difference in benefitting from a Foresight spell as the caster or not, once removed overall. Right then. Any other details you can spot out?
Packed lightly, one small side-bag, purse in the color of brown, natural color and non-glossy, doesn't particularly draw the eye, practical, aesthically fits enough with the rest of her appearance, to not draw the eye with over-genericness. Overall, the look of someone who takes some extra cares for their appearance, but not to the point of ostentatiousness. A very effective way of blending in- perhaps a disguise? No, too many small details adding up, wrinkles in fairly normal places that look odd and couldn't be manually added by anything other than normal use in the clothes, a fray on the sleeve clearly occasionally toyed with by the way the wear has affected the sections, and other such things. Either not a disguise, or if it once was then it has since been adopted as either the or one of the main real self/selves.
Her grin doesn't drop entirely but becomes a more natural resting expression, as she says, "Lisa, and you haven't exactly introduced yourself, Stranger. Forgetting things recently?"
You can just barely tell the slight capitalization at the end there, clearly referring to the PRT power designation, and that ending mixture of jab and hook was quite helpful. By all appearances, it seems she thinks that you're something of a Case 53. Perhaps by local definitions you just might be, bar one detail.
You consider speaking on it, but decide against doing so and simply say, "Pardon my lack of manners there, although you were the one who elected to join me. You can call me Akil Bergschmidt. It is interesting to meet you, Lisa."
She says, both of you still speaking below the ambient noises, grin coming back, "Wait, I'm the first person you've met- first person you've spoken with? I'm touched."
Ah, in an exceptionally rare moment of interpersonal insight, you realize- she is trying to get a rise out of you. For what reason, however? A careful re-evaluation of circumstances- the first time you noticed her was when she was entering a library, specifically the same one you had entered approximately thirty minutes earlier than that. Where she had paused long enough in opening the entrance due to her seemingly examining the shag carpets- you review your memory and do some mental mathematics. Her face was primarily facing where you had stepped on the carpet, the small surface of your feet leading to minimal disruption but also, if by any chance it was noticed, a particularly abnormal disruption in the carpeting. Except, to notice something like that would require not only either exceptional skill or a power, either of which marking her as very likely a Cape, but also some vague degree that something may be unusual.
Except, she paused in place as she observed it and looked mildly confused, not surprised, most likely meaning she expected to see something, just not that. In that particular case, she likely expected to spot you, except was not aware that you were of the shape you were. Then, another consideration, how did she come to either suspect or expect your presence there?
Approximately three twentieths of a second has passed since you began thinking. She is still slightly grinning, as she was three twentieths of a second ago.
In order to expect or suspect someone, you must first know that they in some manner exist, even in the vaguest way. So, she had reason to believe you would be at that library- wait. She was puzzled before opening the door to the library, then paused on observation of your tracks. You were suspected to be at the library, but from an information source that she was simultaneously uncertain in, but still willing to expend some amount of effort even in the event it was false. Likely internal then, either to an organization she was a part of, or directly a part of herself. Definitely a cape then, Thinker power, and based on her surface level wording of questions likely local to the area. Local thinker, female, lacks official government authority based on how she has chosen to approach you. Tattletale, then. How did she come to suspect your presence there?
It has been approximately five twelfths of a second since you began thinking.
You were heading to a source of information, she must have at some point, accurately, determined that you were in some manner unaware of something, as well as believing you were not a threat to those around you- however she must not have been too directly aware given her puzzlement. Therefore her information was at least once-removed, her power involved, but it appears to need something and must not provide direct awareness in a manner similar to scrying or foresight. There must be a hint somewhere- the timeframe. She arrived to the library approximately half an hour after you had left the mall, the distance on foot assuming an average, mildly interested but ultimately unhurried, speed would result in a travel time from the mall to your particular library of twenty minutes, however that would be more if one also checked a few other places along the way. So, she was likely also at the mall, and by some means came to be aware of your information gathering. How so?
She cannot see directly through your illusion, and based the brief description given online of 'Tattletale' as a minor villain, she has no direct sensory powers. A second confirmation is good. However, that's not to say she couldn't have noticed someone else who did have such powers who themselves noticed you. A fair amount can be told about a subject by observing the reactions others had to it, whether they showed fear, revulsion, greed, embarrassment, or the like, even without ever directly observing what it is directly, especially with enough time. So, working second-hand, possibly third-hand depending on the mechanics of her power, would require a longer period of time. So, someone else noticed you at the mall, whom you had spent a substantial amount of time nearby, without themselves giving away that they had noticed you to you.
The only people you had spent consistent time nearby were Dean and Victoria, where you had recently learned that Victoria was a publicly known factor, and possessed no sensory abilities. However, you then consider Dean, and the only known sensor in Brockton Bay likely capable of detecting someone beneath the floor and sharing space with the earth without even creating vibrations, Gallant via his emotional sensing, especially given the strength of your own curiosity at that point, as well as excitement in discovery of the local technology. Further, comparing the overall body shape your were able to discern with your tremorsense and the pictures you had seen when briefly going over the wards, the overall body shape and size were matches, particularly accounting for the armor, and now mentally running through what you would do to attempt to mimic Gallant's voice based on what you had seen, you found that your mental approximation of Gallant's voice and Dean's actual voice were night identical. Dean is Gallant, then, though not publicly so like how his girlfriend is publicly both Glory Girl and Victoria Dallon.
It has been four fifths of a single second since you began thinking, and Tattletale/Lisa's face has begun to fall and visibly pale.
So then, you were approached by a thinker who was part of a small team, acting on her own initiative, who had only discovered you because you had already been sensed by someone else nearby, that someone else directly affiliated with the larger PRT whereas she was not, and had approached you under the assumption that you were a true Case 53 and therefore without either memory or support, and so would likely require and perhaps be grateful for an opportunity to gain some manner of assistance.
It appears she has approached you with the intent to either gain some amount of favor with you or recruit you in some manner, likely to try and do so before you ended up on the opposing side, seemingly as a presumed default.
It has been one full second since you began thinking, and she has fully paled, as it appears that now she knows that you know. You yourself are aware of this, and leave it at that to cut off the recursive awareness trap on your end, having the feeling you've dealt with one of those before.
Still, it has been quite the thing, becoming re-acquanted with the absolute delight in having a duel of wits, where the advantage was just the way it should be, Overwhelmingly in your favor.
She appears to be on the back foot, now.
What Next?
[ ] Write In
Iluontar, Unique Xiomorn Wizard ? | CR ?
?? Large Outsider (Earth, Elemental)
Initiative: ? Perception: ? Senses: Darkvision 60 ft., Tremorsense 120 ft., ?
DEFENSE
AC ? Touch ? Flat-Foot ? (+6 Armor, +? Dex, Natural Armor +?,)
HP ? (?); Fast Healing 5
Fort ? Ref ? Will ?
Defensive Abilities: ?; DR ?; Immune: Elemental Traits, ?; SR ?
OFFENSE
Speed: 40 ft., burrow 30 ft., climb 40 ft., fly 60 ft. (Average), ?; earth glide
Melee: 4 claws +? (2d4+? plus Crystallization), or, Enchanted Monowhip +? (3d6+?, 18-20/x3), or, Enchanted Dagger +? (1d4+?, 19-20/x2)
Ranged: Enchanted Dagger +? (1d4+?, 19-20/x2), ?
Special Attacks: Crystal burst (DC ?), Crystallization (DC ?), Rend (2 claws, 2d4+?), Wizard Spellcasting
Spells Prepared:
Cantrips — Prestidigitation, Acid Splash, Read Magic, Detect Magic
1st (DC 30) — Comprehend Languages (6), Mage Armor (2), Magic Missile (2), Shield (2)
2nd (DC 31) — Locate Object, Mirror Image (2), See Invisibility, Invisibility (2), Alter Self (5)
3rd (DC 32) — Arcane Reinforcement (2), Arcane Sight (3), Battering Blast (2), Dispel Magic (3)
4th (DC 33) — Bestow Curse, Dimension Door (2), Greater Invisibility (3), Phantasmal Killer (2), Lesser Geas (2)
5th (DC 34) — Baleful Polymorph, Break Enchantment (2), Dominate Person (5), Teleport (2)
6th (DC 35) — Disintegrate (5), Mislead, Veil (1), Antimagic Field, Sarzari Shadow Memory
7th (DC 36) — Ethereal Jaunt (2), Finger of Death (2), Greater Teleport (3), Prismatic Spray (2)
8th (DC 37) — Dimensional Lock (2), Discern Location (3), Mind Blank (3), Polar Ray
9th (DC 38) — Dominate Monster (3), Time Stop (3), Wail of the Banshee (3)
10th (DC 39) — Polar Ray (4)
11th (DC 40) — Polar Ray (3)
12th (DC 41) — Polar Ray (3)
13th (DC 42) — Wail of the Banshee, Finger of Death (2)
14th (DC 43) — Wail of the Banshee (3)
15th (DC 44) — Wail of the Banshee (2)
16th (DC 45) — Wail of the Banshee (2)
17th (DC 46) — Wail of the Banshee (2)
STATISTICS
STR ? DEX ? CON ? INT 47 WIS ? CHA ?
BAB: ? CMB: ? CMD: ?
Feats: Heighten Spell, ?
Skills: Appraise +61, Bluff +16, Craft (?, ?, Mechanical, ?, ?) +89, Craft (?) +97, Disable Device +86, Disguise +71, Knowledge (Arcana) +100, Knowledge (Engineering +86), Sleight of Hand +78, Spellcraft +122, Sense Motive +2, Stealth +89, ?
Languages: Common (Golarian), Terran, Aquan, Auran, Ignan, Aklo, Androffan, Infernal, Celestial, Draconic, Dwarven, English; Telepathy 300 ft.
SPECIAL QUALITIES
Item mastery, Item shaper, ?
ECOLOGY
Environment: ?
Organization: Last of Your Kind (Alone)
Treasure/Inventory: 5 30,000 GP Black Sapphire Gems, 1 Artisan's Outfit, 1 Bedroll, 1 Blessed Blook (W/Superior Lock), 1 Commander's Expidition Pavillion (Improved), 1 Crowbar, 1 Decanter of Endless Water, 1 Enchanted Adamantine Dagger, 1 Enchanted Boots, 1 Enchanted Cloak, 1 Enchanted Glasses, 1 Enchanted Mithral Monowhip, 1 Enchanted Silken Ceremonial Armor, 1 Enchanted Technological Bracers, 1 Explorer's Outfit, 1 Fishing Net (25 sq. ft.), 1 Flint & Steel, 1 Folding Pole, 1 Graviton Reactor, 1 Handy Haversack, 24 Immovable Rods, 1 Needles of Fleshgraving, 50 Golden Scrolls (10 Blank), 1 Robot Frame (Perfectly Intact), 1 Portable Hole, 3 (50 ft.) Power Cables, 4 Power Receivers (3 in use between Signal Booster, Bracers, Monowhip), 1 Signal Booster, 1 Spyglass, 1 Traveler's Any-Tools, 3 Vials of Black Lotus Extract, 2 Vials of Terinav Root, 1 Winter Blanket, 1000 Pinches of Ruby Dust (50 GP Each), 1 High-End Laptop, 3 Smartphones, 1 Flip-Phone
Cash: $295.00
Crystal Burst (Su) As a standard action once every 1d4 rounds, Iluontar can create an explosion of razor-sharp crystals at a range of up to 120 feet. These crystals fill a 30-foot-radius burst and deal ? points of piercing and slashing damage (Reflex DC ? half). The save DC is Constitution-based.
Crystallization (Su) A creature struck by any of Iluontar's claws must succeed at a DC ? Fortitude save or take ? points of Dexterity drain. On a critical hit, a target that fails its save instead takes ? points of Dexterity drain. As long as a creature suffers this drain, portions of its body appear as living green crystal and it gains the earth creature subtype. A creature whose Dexterity score is drained to 0 in this manner transforms into a green crystal statue, as if affected by flesh to stone. The save DC is Constitution-based.
Item Mastery (Ex) Iluontar can always activate spell trigger and spell completion items as if the spell were on his class list.
Item Shaper (Ex) For the purposes of crafting magic items or constructs, Iluontar is treated as though he had all item creation feats.
This item Functions as a Combined Commander's Tent and Expedition Pavillion, containing the best features of both.
Weight: 1 lb.
Aura(s): faint Evocation, moderate Divination
Total Price: 41,000 GP
Description
This small flag sports a banner that is 2 inches wide by 3 inches tall and has a thin wooden dowel that serves as the flag post. When a creature plants the flag in the ground and speaks the command word, the flag expands into an ordinary-looking, windowless tent of stout canvas with the flag falling over the outer side of the entrance flap. The tent fills a space that is 10 feet by 10 feet, but, inside, it measures a full 30 feet by 30 feet. The entrance of the tent consists of a vestibule with an outer and inner flap for keeping light from spilling out,.
Inside, the tent contains a central table and several chairs and cushions, and three small "bedrooms" (separated by curtains) along the back wall. The center table features a blank map. Once per week, any creature inside the tent can utter a second command word to transform the map into a model of the nearby area, as sand table (see page 164).
The temperature inside the tent is 70° F if the exterior temperature is between 0° and 100° F. For every degree the exterior temperature is below 0° or above 100°, the interior temperature decreases or increases, respectively, by 1°. The pavilion also provides protection against the elements, such as rain, dust, and sandstorms. The pavilion withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
While the commander's tent is in tent form, the user can utter a third command word while holding a new flag to replace the flag on the tent with one of his own choosing. The two pennants swap places. A fourth command word causes the tent to break down, returning to its miniature flag form, ejecting any creatures still inside the tent.
Total Price: 92,002 gp
Total Equivalent Enhancement Bonus: +6
Max HP: 43
Hardness: 28
Weight 1 lb.
Damage 1d3 (small), 1d4 (medium) Critical 19-20/x2 Type piercing or slashing
Range Increment 10 ft. (thrown)
Category light Proficiency simple
Weapon Groups light blades, thrown, tribal
----
This jet-black blade is curved viciously, and is dull, never glinting in the dark.
----
Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
Adamantine: Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
Enchanted With;
+2 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Axiomatic
Aura moderate evocation CL 7th
Slot weapon quality; Price +2 bonus; Weight —
Description
An axiomatic weapon is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative level (Core Rulebook 562) on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including restoration spells) while the weapon is wielded.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Returning
Aura moderate transmutation CL 7th
Slot weapon quality; Price +1 bonus; Weight —
Description
This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn). Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Ricochet (Adapted from Ricochet Hammer)
Price +12,000 gp; (Must be a Returning Weapon)
This weapon can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the weapon so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply.
The weapon can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.
Assassin's Dagger (Base Item)
Aura moderate necromancy CL 9th
Slot none; Price +2,000 gp
Description
This wicked-looking, curved dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
The wearer of these suede boots ignores an additional 10 feet of falling distance when she successfully uses Acrobatics to soften a fall. Once per round as a free action, the wearer can use the boots to gain a +10 competence bonus on an Acrobatics check to jump, treating such jump as though she had a running start. The wearer also receives this +10 competence bonus on Acrobatics checks to avoid attacks of opportunity during the jump or to balance after landing.
Using the boots in this fashion strains the lower body. If the wearer attempts a second such jump before at least 1 minute has passed, she must succeed at a Fortitude save with a DC equal to the DC of her second jump attempt or injure her legs. This injury reduces her speed by half for 24 hours, or until she is successfully treated with a DC 15 Heal check or at least 1 point of magical healing. The DC of the Fortitude save increases by 5 for each additional jump attempted until at least 1 minute passes between jumps.
Enchanted Cloak (Wings of Flying+)
Total Price: 55,500 GP
This grey cloak has feathers all about the collar and uppermost shoulders, and is evocative of the wings of a perched owl in the way it falls when worn or hung.
A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers.
When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.
These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.
Enchanted Glasses (Greater Sniper Goggles+)
Total Price: 50,000 GP
These round glasses have thin black rims that form a subtle crosshair like pattern on the inner edges of the lenses.
Enchanted With;
Sniper's Goggles, Greater
Description
These glasses function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.
Sniper Goggles
Description
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
+1 Agile Impervious Resizing Mithral Monowhip
Total Overall Price: 85,500 GP
Total Technological Price: 70,000 GP
Total Enchantment Price: 15,000 GP
Special Material Price: 500 GP
Total Equivalent Enhancement Bonus: +2
Type light melee; Proficiency exotic; Weight 1 lb.
Damage 1d10 (small), 2d6 (medium), 3d6 (large); Damage Type S; Critical 18-20/x3
Range —; Capacity 10; Usage 1 charge/round; Special Performance, reach, touch
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A monowhip is a deadly melee weapon capable of inflicting horrible wounds, even in the hands of the weak. An inactive monowhip looks like a short metal baton, but when it's activated, a small weight detaches, revealing a 15-foot-long monofilament length. Wielded like a whip, a monowhip slices deeply into targets and can inflict grievous critical hits with shocking ease. Attacks made with a monowhip resolve as touch attacks, and they ignore hardness as if the monofilament were made of adamantine. A monowhip's damage cannot be enhanced by strength, as the monofilament slices with equal ease regardless of the force applied. Activating a monowhip is a move action; once activated, the whip consumes power incredibly quickly, at the rate of 1 charge per round.
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Material: Mithral, Price: +500 GP
Enchanted With;
+1 Enhancement Bonus to attack and damage rolls
Agile
Aura moderate transmutation CL 7th
Slot none; Price +1 bonus; Weight —
Description
A character with Weapon Finesse can apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons. This weapon special ability can be placed only on melee weapons usable with Weapon Finesse.
Impervious
Aura moderate transmutation CL 7th
Slot weapon quality; Price +3,000 gp; Weight —
Description
An impervious weapon is warded from damage and decay. A metallic weapon cannot rust and a wooden weapon cannot rot or warp, even by magical or supernatural means. An impervious weapon gains double the normal bonus to its hardness and hit points for each point of its enhancement bonus. The break DC for an impervious weapon and the wielder's combat maneuver defense against sunder maneuvers against the impervious weapon each gain a bonus equal to twice the weapon's enhancement bonus.
Resizing
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
A resizing weapon instantly shrinks or grows to suit the size of any creature that picks it up unless it is currently wielded by another creature. It reverts to its original size 1 round after it leaves its wielder's possession
Used for ceremonial displays or occasionally worn (albeit with no additional benefit) over heavier armor, these robes consist of several layers of cloth and an outer layer of silk intricately woven with gold brocade designs and covered with metal studs.
Enchanted With;
+5 Enhancement Bonus to Armor
Advancing
Aura faint necromancy CL 5th
Slot armor quality; Price +1 bonus; Weight —
Description
A suit of armor with the advancing special ability allows its wearer to move through fallen enemies to the forefront of any conflict. Once per round when the wearer of a suit of advancing armor reduces an opponent to 0 hit points or fewer with a melee attack, she can immediately move up to 10 feet as a free action. This movement does not provoke attacks of opportunity. If this armor is created as barding, the effect is triggered if either the mount or its rider reduces an opponent to 0 hit points or fewer, and allows the mount to move up to 10 feet. The advancing special ability can be applied only to heavy armor.
Burdenless
Aura faint transmutation CL 5th
Slot none; Price +4,000 gp; Weight —
Description
Burdenless armor distributes the weight of the wearer's load more efficiently, allowing her to carry more without suffering the effects of encumbrance. The wearer's carrying capacity is increased by 50% across each load (light, medium and heavy).
Comfort
Aura faint transmutation CL 5th
Slot armor quality; Price +5,000 gp; Weight —
Description
Armor of comfort sheds dirt and sweat as they accumulate, and remains as comfortable as weather-appropriate clothing regardless of environmental conditions. A suit of armor with this enhancement always looks immaculately clean, can be slept in as though it were light armor, and does not cause a penalty to the wearer's saving throws to resist the effects of extreme heat. In cold weather, it counts as cold-weather clothing. In addition, the armor's armor check penalty is reduced by 1 (to a minimum of 0).
Ghost Touch
Aura strong transmutation CL 15th
Slot armor/shield quality; Price +3 bonus; Weight —
Description
This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Impervious
Aura moderate transmutation CL 7th
Slot armor/shield quality; Price +1 bonus; Weight —
Description
A shield or suit of armor with this special ability is especially hardy. It gains double its enhancement bonus to hardness and hit points (instead of just the enhancement bonus), its break DC increases by double its enhancement bonus, and it gains a bonus on saving throws against direct attacks (such as a rust monster's rust ability) equal to its enhancement bonus.
Shadow, Greater
Aura strong illusion CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As shadow, except it grants a +15 competence bonus on Stealth checks.
"This armor blurs the wearer whenever she tries to hide, while also dampening the sound around her, granting a +5 competence bonus on Stealth checks. The armor's armor check penalty still applies normally."
Slick, Greater
Aura strong conjuration CL 15th
Slot armor quality; Price +33,750 gp; Weight —
Description
As slick, except it grants a +15 competence bonus on Escape Artist checks.
"Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. The armor's armor check penalty still applies normally."
Enchanted Technological Bracer (Fate-Woven Braid of the Norns (Improved))
Tech Capacity: 40
Tech Charge Usage: Varies by function
Total Overall Price:
Total Technological Price: 88,530 GP
Total Enchantment Price: 15,000 GP
This singular jet black bracer is built to be worn on the left arm, and has a dull gloss to it's metal. On the side meant to be on the interior of the forearm, set almost perfectly into the material itself, is three thin strings of gold that run from nearly end to end.
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Technological Functions;
Commset
Price 6,000 GP
Usage 1 charge/hour
This device allows for communication between two commset users. A commset carries audio and visual signals, and includes a builtin camera that can record all communications being broadcast. Communication between two commsets requires both users to tune their individual devices to the same frequency. A commset has a range of 1 mile—beyond this range, communication is impossible without enhancing the signal strength with a signal booster (see page 51). The price and cost listed for this item are for a single commset.
Chipfinder (Prismatic)
Price 76,500 GP
Usage 1 charge/hour
When the chipfinder function is activated, all active tracker chips within a 500-mile radius appear as glowing dots on the screen, indicating the direction and approximate distance to each installed tracker chip, as well (customizable) identification number for each chip. The screen can filter out unwanted data to make it easier to track a specific chip. This range is a signal, and can be enhanced by a signal booster (see page 51) or blocked by a solid enough barrier.
Flashlight (Improved)
Price 30 gp
Usage 0, but must have at least 1 Charge available.
When activated, the flashlight creates a beam of normal light in a 60-foot cone. It also increases the light level in the area beyond this initial cone by one step, out to a 120-foot cone. It does not increase the light level in normal light or bright light. A flashlight has no effect in areas of magical darkness.
Fire Extinguisher
Price 6,000 gp
Usage 1 charge
This function open a small hole at the wrist-end of the bracers, from which a thin nozzle pokes out. When activated as a standard action, the fire extinguisher creates a 15-foot cone of misty vapor that swiftly extinguishes fires within its area of effect. Against magical fire effects, such as those created by a wall of fire or similar spell, the fire extinguisher only extinguishes the part of the larger effect its vapors directly contact. Continual magic flames, such as those of a flaming weapon or fire creature, are suppressed for 6 rounds before they automatically reignite. To extinguish an instantaneous fire effect or spell, the wielder must use a readied action with the fire extinguisher to counter the effect; this can cancel the entire effect, provided the source of the effect is in the extinguisher's area of effect.
When used against a creature of the fire subtype, a blast from a fire extinguisher deals 4d6 points of damage (Reflex DC 15 halves). A breathing creature exposed to a direct blast from a fire extinguisher is not harmed as long as the area is relatively well-ventilated—using a fire extinguisher in a confined area with poor or no ventilation can result in slow suffocation (at the GM's discretion).
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Enchanted With;
Fate-Woven Braid (Improved)
This item functions as a Fate-Woven Braid of the Norns, except the 3/day use limit has been expanded to any number of uses, and the Price is increased to 15,000 GP.
However, it is still subject to a three-fray limit.
Each single fray can be repaired at 1/3 the creation cost.
Fate-Woven Braid of the Norns (Standard)
Aura strong abjuration and evocation; CL 16th
Slot wrists; Price 9,000 gp; Weight —
Description
At first glance, this circlet of plaited hair interwoven with a single gold thread appears to be nothing more than a personal memento or a lover's token. Closer examination reveals that each strand of hair seems to have neither a beginning nor an end. Most of these braids are blonde in color, but other hues are not unknown.
Up to three times per day, the wearer of a fate-woven braid of the norns can potentially negate a disastrous turn of fortune. Upon rolling a natural 1 on a saving throw or after failing a saving throw against a death effect, the wearer can activate the braid as a free action to reroll the saving throw.
The golden thread is vulnerable to severe twists of fate, though. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid's daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair. A fate-woven braid of the norns uses up the entire wrists slot, even though the user wears only one at a time. The user can't use another item (even another fate-woven braid of the norns) that also uses the wrists slot.
AN: Right, okay, writing about 20 Seconds of Not-Quite-Hostile but Not-Quite-Allies Thinker Duel is a heck of a mental exercise, and I'm so glad I got the work I needed to do done before this today. And yes, I timed it RL, in terms of Real-Time this chapter occurs over about twenty seconds. Thinkers are bullshit.
Holy fucking shit, I love this. Thinker duels are incredible. So Dean reported to the PRT, Coil got lucky and intercepted it (since his moles are deep but not that deep), then dispatched Lisa to meet. However, it seems likely that Lisa also wants to work on her own plans involving us, beyond the basic stuff Coil wants.
So Dean reported to the PRT, Coil got lucky and intercepted it (since his moles are deep but not that deep), then dispatched Lisa to meet. However, it seems likely that Lisa also wants to work on her own plans involving us, beyond the basic stuff Coil wants.
Also, fairly close, except Lisa's acting on her own initiative as you've reasoned IC. Anything else, however, might give away things you couldn't know IC.
[X] Plan Open Communication
-[X] Express to her that you are not a case 53, but you would like to engage her services for your own goals.
-[X] Express that you believe yourself to be stronger than her current team to a large degree, but would appreciate underlings as you set yourself up.
-[X] Express that there are a great deal of things that you can fix, and that your powers are overall rather vast, to the point of being able to easily match what she's getting from her team.
-[X] Upon learning she has a gun to her head (which should come out relatively easily with our intelligence), offer to deal with it as a show of good faith.
I think taking out and taking over Coil's operation is one of the best moves we can make right now, and we have the capability to do it. (That's ultimately what 'dealing with it' would entail, after all. Plus maybe we can even get Dinah, since Lisa is almost certainly how Coil discovered Dinah as well).
AN: Right, okay, writing about 20 Seconds of Not-Quite-Hostile but Not-Quite-Allies Thinker Duel is a heck of a mental exercise, and I'm so glad I got the work I needed to do done before this today. And yes, I timed it RL, in terms of Real-Time this chapter occurs over about twenty seconds. Thinkers are bullshit.
Still, it has been quite the thing, becoming re-acquanted with the absolute delight in having a duel of wits, where the advantage was just the way it should be, Overwhelmingly in your favor.
Hah that was great. So Dean noticed us, and then Lisa noticed Dean noticing us.
Hmm, how did that lead her to the library and then the cafe? Was it just educated guessing?
Anyway being a little open is fine. But being too open is pointless. Ultimately we don't need her, and the biggest thing she can offer us is information on Coil. Taking over Coil's operation is a good idea at least.
She can't really do much for us as an underling that we can't do better our self.
I would also avoid mentioning the whole not a C53 thing. Especially if our old plans included giving our self the tattoo. At least we should keep it ambiguous.
Her key use is that she is actually better at deduction than us, to be honest, in specific but very important circumstances. It's not always, but she can pull stuff basically out of the ether with respect to Endbringers and Scion for example, in a way that we may not be able to. Also, OOC, I want her as a minion, she's fun. Most capes aren't worth that much compared to us, but they're a form of power projection which the people of Earth Bet will recognize and understand.
[X] Plan Open Communication
-[X] Express to her that you are not a case 53, but you would like to engage her services for your own goals.
-[X] Express that you believe yourself to be stronger than her current team to a large degree, but would appreciate underlings as you set yourself up.
-[X] Express that there are a great deal of things that you can fix, and that your powers are overall rather vast, to the point of being able to easily match what she's getting from her team.
-[X] Upon learning she has a gun to her head (which should come out relatively easily with our intelligence), offer to deal with it as a show of good faith.
I think taking out and taking over Coil's operation is one of the best moves we can make right now, and we have the capability to do it. (That's ultimately what 'dealing with it' would entail, after all. Plus maybe we can even get Dinah, since Lisa is almost certainly how Coil discovered Dinah as well).
The problem is I also very much enjoyed the mental jousting we just did. And value that quite highly. Which puts me in a more... friendly? Mood than the work offer implies.
I think it might be better to just do her a favor outright. Or perhaps duel pump her for information?
Anyway being a little open is fine. But being too open is pointless. Ultimately we don't need her, and the biggest thing she can offer us is information on Coil. Taking over Coil's operation is a good idea at least.
She can't really do much for us as an underling that we can't do better our self.
I would also avoid mentioning the whole not a C53 thing. Especially if our old plans included giving our self the tattoo. At least we should keep it ambiguous
Her key use is that she is actually better at deduction than us, to be honest, in specific but very important circumstances. It's not always, but she can pull stuff basically out of the ether with respect to Endbringers and Scion for example, in a way that we may not be able to. Also, OOC, I want her as a minion, she's fun. Most capes aren't worth that much compared to us, but they're a form of power projection which the people of Earth Bet will recognize and understand.
peruse your spellbook whereupon the formulae and writing within it simply feels correct, exactly as you would make them, all contained not in words but in delightfully precise geometry
Fast Study Arcane Discovery or we could be a Pact Wizard, I haven't noticed any oracle curses but some of them can be pretty subtle, if we are a Pact Wizard maybe we'll also be a Exploiter Wizard to complete the wombo combo.
The problem is I also very much enjoyed the mental jousting we just did. And value that quite highly. Which puts me in a more... friendly? Mood than the work offer implies.
I think it might be better to just do her a favor outright. Or perhaps duel pump her for information?
I think doing her a favor outright is less likely to actually grab her long run, so I think a trade is better. Long run, we can probably permanently buy her with a million dollars and a Resurrection on Reggie.
Yeah, sadly, as in Pathfinder, unless you've got some specific way about it, most special senses auto-invalidate stealth. Now, in Worm special senses like that are really dang rare. Actually, uh, now that I'm thinking about it, Gallant is like, one of the only ones that could sense you while you're underground (aside from Eidolon with a specific power, but like, 'Eidolon with a specific power' is a bit like saying Batman with Prep Time).
Also now that it's known that Gallant/Dean had spotted y'all, I can share that I'd been stuck with the mental image of Dean, happily on a new year's eve date with his girlfriend at the mall, all going well, only to suddenly wonder, "Why is there a sense of curiosity following us under the floor?"
I guess instead of minion we could offer her a looser association? Like paid contractor or something? If she has information we will buy it for a decent rate, but otherwise leave her to her own devices.
Well, they might believe we are an inter dimensional traveler. Which wouldn't be good as it would escelate things.
Anyway my suggestion would be:
[X] Plan Polite Communication
-[X] Inquire about her employment situation. You may be in the market for information.
-[X] Upon learning she has a gun to her head (which should come out relatively easily with our intelligence), offer to deal with it as a show of good faith.
Feels a little incomplete. Anything else to add to it? What sorts of information would we be interested in buying right now? (Not that we have a lot of liquid cash, but $300 is at least an acceptable down payment for a retainer)
It's kind funny. She came here expecting that she would be able to hire us. But we turn it around and hire her.
Yeah, sadly, as in Pathfinder, unless you've got some specific way about it, most special senses auto-invalidate stealth. Now, in Worm special senses like that are really dang rare. Actually, uh, now that I'm thinking about it, Gallant is like, one of the only ones that could sense you while you're underground (aside from Eidolon with a specific power, but like, 'Eidolon with a specific power' is a bit like saying Batman with Prep Time).
The Butcher could also do it with the 'sense blood veins' power, though that does raise the question on if basic Invisibility works on Shards? Like, if we go invisible, we're actually blocking the photons, so that should mean a shard that grants X-Ray vision should still show us as invisible, even if they know we're there by tracking our individual atoms or whatever other bullshit shards do. Theoretically, they should know we're there, and know we should be visible, but also sense that we're not visible.
The Butcher could also do it with the 'sense blood veins' power, though that does raise the question on if basic Invisibility works on Shards? Like, if we go invisible, we're actually blocking the photons, so that should mean a shard that grants X-Ray vision should still show us as invisible, even if they know we're there by tracking our individual atoms or whatever other bullshit shards do. Theoretically, they should know we're there, and know we should be visible, but also sense that we're not visible.
Short response? It's complicated.
Long response? It's extremely feckin' complicated. And also varies on a case-by-case basis, especially since PF magic is very much axiomatic in it's functioning to put it one way- not necessarily in the Lawful-aligned in game use but in like, the outright sense of being similar to a Mathematical Axiom, in that spells are very Declarative in their nature.
Also now that it's known that Gallant/Dean had spotted y'all, I can share that I'd been stuck with the mental image of Dean, happily on a new year's eve date with his girlfriend at the mall, all going well, only to suddenly wonder, "Why is there a sense of curiosity following us under the floor?"
He knows exactly why there is a sense of curiosity under the floor. He just really. Desperately wishes there wasn't someone under there listening to him intently.
Short response? It's complicated.
Long response? It's extremely feckin' complicated. And also varies on a case-by-case basis, especially since PF magic is very much axiomatic in it's functioning to put it one way- not necessarily in the Lawful-aligned in game use but in like, the outright sense of being similar to a Mathematical Axiom, in that spells are very Declarative in their nature.