Taylor Hebert and Her Rather Sad Life [Worm/The Gamer/D&D3.5]

[x] Take their stuff [+1 Chaotic] [+$100, Two knives [1d4, 19-20]
[x] Research
-[x] Cape Law
-[x] Restrictions on Wards
[x] Cape 'Shopping'
-[x] For a base of operations that isn't currently occupied.

One more point of Chaotic means one more point pushing us away from the Wards and PRT.
I will take that deal any time of the day.
 
Last edited:
[x] Don't take their stuff [+1 Good]
[x] Research
-[x] Local Cape Scene
-[x] Cape Law
--[x]In particular, check if Looting gang members and supervillains is legal, and what, if any, restrictions are on it.
[x] Cape 'Shopping'
-[x] For a base of operations that isn't currently occupied.
--[x]Look for a space only accessible via flight or one that can easily be rendered inaccessible to those without flight.
 
[x] Take their stuff [+1 Chaotic] [+$100, Two knives [1d4, 19-20]
[x] Research
-[x] Cape Law
-[x] Restrictions on Wards
[x] Cape 'Shopping'
-[x] For a base of operations that isn't currently occupied.
 
[x] Don't take their stuff [+1 Good]
[x] Research
-[x] Local Cape Scene
-[x] Cape Law
--[x]In particular, check if Looting gang members and supervillains is legal, and what, if any, restrictions are on it.
[x] Cape 'Shopping'
-[x] For a base of operations that isn't currently occupied.
--[x]Look for a space only accessible via flight or one that can easily be rendered inaccessible to those without flight.

Looting is likely illegal, as it would provide a very easy money laundering scheme for any smart gang.
 
[x] Don't take their stuff [+1 Good]
[x] Research
-[x] Cape Law
-[x] Restrictions on Wards
[x] Cape 'Shopping'
-[x] For a base of operations that isn't currently occupied.
 
Looting is likely illegal, as it would provide a very easy money laundering scheme for any smart gang.

Somewhat? They'd need a new cape to beat up their mooks, and the money trail should be visible. Also, lost street cred.

It also makes independent heroing impossible. One might argue they want everyone to join the PRT, but I bet the situation is dire enough and there are enough "weekend capes" for them to allow it.
 
[x] Take their stuff [+1 Chaotic] [+$100, Two knives [1d4, 19-20]
[x] Research

-[x] Local Cape Scene
-[x] Cape Law
--[x]In particular, check if Looting gang members and supervillains is legal, and what, if any, restrictions are on it.
[x] Cape 'Shopping'
-[x] For a base of operations that isn't currently occupied.
--[x]Look for a space only accessible via flight or one that can easily be rendered inaccessible to those without flight.
 
[x] Take their stuff [+1 Chaotic] [+$100, Two knives [1d4, 19-20]

[x] Research
-[x] Cape Law
-[x] Restrictions on Wards
[x] Cape 'Shopping'
-[x] For a base of operations that isn't currently occupied.
--[x]Look for a space only accessible via flight or one that can easily be rendered inaccessible to those without flight.
 
Ah, actually I like those additional things. Tweaking my vote slightly:

[x] Don't take their stuff [+1 Good]
[x] Research
-[x] Local Cape Scene
-[x] Cape Law
--[x]In particular, check if Looting gang members and supervillains is legal, and what, if any, restrictions are on it.
[x] Cape 'Shopping'
-[x] For a base of operations that isn't currently occupied.
--[x]Look for a space only accessible via flight or one that can easily be rendered inaccessible to those without flight.

We could have a secret treefort!
 
Last edited:
And at the same time, might as well take advantage of Taylor's ability to fly when looking for a hideout- not having to worry about ambush and theft would be nice.
On the other hand, flying around tends to draw attention, especially when you're just shy of seven feet tall. Sure, it's a great way to avoid danger on the ground, but it's a poor way of avoiding attention on the ground, and attention is the bigger risk. If someone spots a physically distinctive (and Taylor is definitely that) cape that they don't recognise flying in broad daylight, questions will be asked.
 
On the other hand, flying around tends to draw attention, especially when you're just shy of seven feet tall. Sure, it's a great way to avoid danger on the ground, but it's a poor way of avoiding attention on the ground, and attention is the bigger risk. If someone spots a physically distinctive (and Taylor is definitely that) cape that they don't recognise flying in broad daylight, questions will be asked.

Well we are planing to keep the persona as our open superhero identity and use magic to turn back into Taylor's human form so I do not think it will be that much of an issue.
 
On the other hand, flying around tends to draw attention, especially when you're just shy of seven feet tall. Sure, it's a great way to avoid danger on the ground, but it's a poor way of avoiding attention on the ground, and attention is the bigger risk. If someone spots a physically distinctive (and Taylor is definitely that) cape that they don't recognise flying in broad daylight, questions will be asked.
If our Soulmeld power isn't set in stone, Blink Shirt could be used to covertly teleport through abandoned buildings/rooftops and into our hideout. At night, we can just fly in.
 
Well we are planing to keep the persona as our open superhero identity and use magic to turn back into Taylor's human form so I do not think it will be that much of an issue.
I'm not talking about this from an identity perspective; we're pretty easy to pick out unless we use magic to revert to something more typical. I'm talking about it from a people knowing about us perspective. Flying around in public gets people talking, and I'd prefer to go public on our own terms if it's at all possible.

On the other hand, if we want to announce the presence of a new cape, flying around town looking for a lair is a hell of a way to do it.
 
[x] Take Their Stuff
-Really no reason not to, at this point.
[x] See if one of them has a phone; if so, call the cops, wait for pickup, give your statement. If we do end up going independent, we're going to need a good working relationship with the local authorities.​
[x] Research
[x] Cape Law​
-We're going to be taking our evidence of the bullying campaign to the Protectorate/PRT at some point. Researching this will give us realistic expectations and goals for the negotiation to follow.​
[x] Restrictions on Wards​
-This one's pretty obvious: it's the major decision we have pending, and the more information we have to base it on, the better.​
[x] Local Cape Scene​
[x] Focusing on: operating as an independent, focusing on safety and maintaining a workshop (which we'll need at some point, even if not a standard Tinker-esque one).​
-Same reason as the previous, just researching our other option.​
[x] Call the Protectorate and make an appointment for tomorrow (late morning or later, so we have time to discuss with Dad before heading in)
-Get back to them promptly in an attempt to maybe earn a brownie point or two for cooperativeness/communication/not leaving them hanging/etc, but without rushing into a decision by heading downtown immediately.
 
I'm not talking about this from an identity perspective; we're pretty easy to pick out unless we use magic to revert to something more typical. I'm talking about it from a people knowing about us perspective. Flying around in public gets people talking, and I'd prefer to go public on our own terms if it's at all possible.

On the other hand, if we want to announce the presence of a new cape, flying around town looking for a lair is a hell of a way to do it.

I see no issue with being relatively public as a new hero. After all its not like the gangs will see us as a threat yet. Just another independent soon to be another statistic... definitively not Eidolon 2.0 in the making;)
 
I see no issue with being relatively public as a new hero. After all its not like the gangs will see us as a threat yet. Just another independent soon to be another statistic... definitively not Eidolon 2.0 in the making;)
That's a fair assessment, I just like to play my cards close to the chest for as long as possible.

It's not paranoia if there's a nonzero possibility that someone, somewhere may someday be out to get you, or something of that ilk.
 
That's a fair assessment, I just like to play my cards close to the chest for as long as possible.

It's not paranoia if there's a nonzero possibility that someone, somewhere may someday be out to get you, or something of that ilk.

Yeah but right now were far beneath anyone's threat radar and we should use that to get things done before we become more important. Excessive caution could be crippling for our very important early growth.

We need to patrol for encounters which means we need a base at least as long as we do not have Alter Self.
 
Yeah but right now were far beneath anyone's threat radar and we should use that to get things done before we become more important. Excessive caution could be crippling for our very important early growth.

We need to patrol for encounters which means we need a base at least as long as we do not have Alter Self.

Yes, we absolutely need to get a base, but what if we fail to find one on the first day of flying about? Taylor can hardly vanish in a crowd, she's nigh seven feet tall, and if she just flies back to the Hebert house after a failure someone might follow and goodbye secret identity. A tall person is one thing, might turn some heads, but a tall person who has been seen exhibiting powers turns cell phones.

Hunting for encounters can be done at night, when there's fewer curious citizens on the streets, or once we have a base to return to that doesn't implicitly give away Taylor's identity.

Though I suppose if we're avoiding home for identity reasons, the base-proximal convenience stores are going to need to get used to Taylor buying supplies in her cape persona for a while. (Did we ever settle on a name? I don't recall anything being in the updates, so I'm not sure on canonicity of anything. [EDIT: and double parsing things sees that yes, Adrestia (while not in dialogue) was referenced, so I'll go with that])
 
Last edited:
Yes, we absolutely need to get a base, but what if we fail to find one on the first day of flying about?

I do not think that is much of a risk. BB has a tanked economy and lots of abandoned real-estate. We may not be able to find a perfect base the first night but we will find some kind of base and as it is meant as strictly a temporary place I'm fine with taking one that is less than perfect.
 
I do not think that is much of a risk. BB has a tanked economy and lots of abandoned real-estate. We may not be able to find a perfect base the first night but we will find some kind of base and as it is meant as strictly a temporary place I'm fine with taking one that is less than perfect.
I suppose that's fair; I could probably find more paranoid straws to grasp at but I'd call myself convinced.
 
[x] Take their stuff [+1 Chaotic] [+$100, Two knives [1d4, 19-20]]
[x] Don't take their stuff [+1 Good]

This is Stupid Good.

[x] Take their weapons [Two knives [1d4, 19-20]]

Taking their money would be chaotic. Letting them keep their knives after they have shown they are willing to use them on civilians, does not fit a INT 23 person's take on good.
We don't want the knives, we want them to not have knives.
 
Character Sheet v1.0

Both Skills and Saves are listed as (Relevant STAT) + (RANKS/CLASS BONUSES) + (MISC BONUSES)

Name: Taylor Hebert / Adrestia
Alignment: Chaotic Good
Race: Erenlander Human
Gestalt: Crusader 1 // Half Celestial
Feats: Hidden Talent (First level Psionic Power, 2 PP), Shape Soulmeld(Impulse Boots, gain Uncanny Dodge), Improved Flight (Good -> Perfect), Spellcasting Prodigy (+2 INT for purposes of bonus daily spells), Able Learner (All skills are in-class and cost 1 SP/level).
Flaws: Frail (-1 HP per level), Vulnerable (-1 AC, negated by +1 Natural Armor from Half Celestial).

STATS:
STR - 17 (+3)
DEX - 19 (+4)
CON - 18 (+4)
INT - 23 (+6)
WIS - 21 (+5)
CHA - 21 (+5)


SAVES:
FORTITUDE - 4 + 2
REFLEX - 4 + 0
WILL - 5 + 0


HP: 13
AC
: 14 (10 + 4 (DEX) + 0 (Armor) + 0 (Shield))
INITIATIVE: +4

TRAITS AND FEATURES:
Flight (Perfect)
Darkvision (60 ft)
+4 Saving against Posion
Acid, Cold, and Electricity DR/10
DR/5 against Magic (changes do DR/10 at 12 HD)
SR of CR (HD?) + 11
Immunity to disease (fuck you Bonesaw)
Steely Resolve 5 (can delay up to 5 damage to be suffered next round)
Furious Counterstrike (+1 attack bonus if there is delayed damage on the pool)
Proficient with all Armor and Shields, proficient with Simple and Martial Weapons
+2 Skill Points (SP) per level.
Uncanny Dodge.

SPELL-LIKE ABILITIES:
Protection from Evil 3/day, Bless 1/day.
Smite evil (as a Paladin of the same LV as our HD, Smite persists until target is dead or we cancel it)

SPELLS KNOWN:
N/A

MANUEVERS KNOWN: 5 (Can ready all 5 at same time, roll dice to determine which every round, 2 on first round)
Crusader's Strike
Vanguard Strike
Charging Minotaur
Stone Bones
Douse the Flames


STANCES KNOWN: 1
Martial Spirit

SKILLS
Appraise (INT) - 6 + 2
Balance (DEX) - 4 + 4
Bluff (CHA) - 5 + 2
Climb (STR) - 3 + 0
Concentration (CON) - 4 + 4
Craft INT (Smithing) - 6 + 0 + 4
Decipher Script (INT) - 6 + 0
Diplomacy (CHA) - 5 + 4
Disable Device (DEX) - 4 + 2
Disguise (CHA) - 5 + 2
Escape Artist (DEX) - 4 + 0
Forgery (INT) - 6 + 0
Gather Information (CHA) - 5 + 2
Handle Animal (CHA) - 5 + 0
Heal (WIS) - 5 + 0
Hide (DEX) - 4 + 0
Intimidate (CHA) - 5 + 4
Jump (STR) - 3 + 0
Knowledge (INT) -
-(Arcane) - 6 + 2
-(Psionic) - 6 + 2
-(History) - 6 + 4
Listen (WIS) - 5 + 2
Move Silently (DEX) - 4 + 2
Open Lock (DEX) - 4 + 2
Perform (CHA) - 5 + 0
Profession (WIS) - ???
Ride (DEX) - 4 + 0
Search (WIS) - 5 + 0
Sense Motive (WIS) - 5 + 2
Sleight of Hand (DEX) - 4 + 0
Spellcraft (INT) - 6 + 2
Spot (WIS) - 5 + 2
Survival (WIS) - 5 + 0
Swim (STR) - 3 + 0
Tumble (DEX) - 4 + 2
Use Magic Device (CHA) - 5 + 0
Use Rope (DEX) - 4 + 0
 
Last edited:
I'm double posting as to not mess with the Sheet, if it is not set in stone, I would argue to change our Craft (that was really thrown in because of our bonus) to Alchemy, seeing that Craft Magical Weapons and Armor has us covered in anything we'd want Weaponsmithing for, and Alchemy allows us many nifty tricks.
 
Back
Top