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

You know for people saying the PRT can give us the resources we need....they're really not the best bet for that.

Number Man is.

Oh Cauldron in general has limitless resources, but getting introduced to them is unlikely. Getting a call from the Number Man, if we're a free agent? That's probably inevitable.

He's rogue/villain, but he is without question the best at his job (as long as Contessa doesn't bother). And getting in contact with him is probably a feasible mid-term goal for us.

We'll probably get loads more resources out of that arrangement than we will with the PRT. We'll probably need to negotiate how he uses our products and items, if we have scruples over that, but that's probably just the price of doing business in the private sector. And there will be so much less red tape.

Yeah...if we can swing it, becoming one of Number Man's business partners sounds like a good spot to be. All the resources we need, indirect connections to Cauldron, and Number Man probably taking some steps to protect an investment without babying us.
 
Weapons are amazingly easy to get. Safe nonlethal ones are harder to find. Various hardware stores have a large selection of tools that will double as a weapon.


I was waiting for someone to remember that! Yes, it's allowed.

It truthfully is a junk option, when there are a lot better caster choices available, it works best with just core where caster choices are rare. The extra feats are junk since you lose the familiar.
 
[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.
 
You guys do realize that 'space accessible only to those via flight' A. means most allies can't get in on their own, and B. by its wording nearly impossible, because there's plenty of Movers who don't use flight who can probably get into just about anything if they put their minds to it.

Also, Shadow Stalker.

Honestly that qualifier seems unnecessarily restrictive.
 
Weapons are amazingly easy to get. Safe nonlethal ones are harder to find. Various hardware stores have a large selection of tools that will double as a weapon.




It truthfully is a junk option, when there are a lot better caster choices available, it works best with just core where caster choices are rare. The extra feats are junk since you lose the familiar.

It means you can gain Turn Undead with a feat. You also can get back the familiar with a feat as well(provided you can cast arcane spells). The generic class lets you pick spells from the Cleric, Druid, and Sor/Wiz class, meaning that you can pick them as divine spells enabling Divine Meta Magic easily.
 
Number Man would probably agree to bank with us, and may hire Taylor for the occasional job, but I can't see Cauldron taking a more active role in things. They're generally pretty hands off.

I was waiting for someone to remember that! Yes, it's allowed.
Wouldn't sanctified Sorcerer be better? It's a little more limited in how many Cleric spells can be taken, but it's got a higher hitdie, and learns more spells. Generic Spellcaster only knows 34 spells at level 20.

Actually, would the Human part of Taylor's character sheet be sufficient to qualify her for Human favored class bonuses? Because the extra spell per level for the Human Favored class bonus in Pathfinder makes Sorcerer a bit more attractive. Probably not enough to dissuade people from the Wizard though, as reverse engineering powers is possible, but still a better option then without.

You guys do realize that 'space accessible only to those via flight' A. means most allies can't get in on their own, and B. by its wording nearly impossible, because there's plenty of Movers who don't use flight who can probably get into just about anything if they put their minds to it.

Also, Shadow Stalker.

Honestly that qualifier seems unnecessarily restrictive.
I mostly meant something like a second story building where the stairs had collapsed or something to that effect. It won't be impregnable, but it'll be better than nothing. I don't want Hobos walking off with our stuff.

But yes, Shadow Stalker is going to be someone we need to watch out for.
 
Related to this topic, Mastercraft Anthology brings us the Faith Caster, a spontaneous divine spellcaster that uses the entire Cleric spell list as it's Spells Known. Plus two domains.

And at Pun-Pun levels of brokenness, there's the Nagual from Aztecs: Empire of the Dying Sun, which can learn spells from every single spell list (all of them!), gets a bunch of class features that let it reroll fumbles, some skill bonuses, and as a capstone, literal and explicit omnipotence. (We're already disqualified from that though.)
 
Number Man would probably agree to bank with us, and may hire Taylor for the occasional job, but I can't see Cauldron taking a more active role in things. They're generally pretty hands off.

I did say indirect ties for a reason. If they have something they want us to do, or to give us a nudge, they'll just ask Number Man to pass it along and that'll be that.


Wouldn't sanctified Sorcerer be better? It's a little more limited in how many Cleric spells can be taken, but it's got a higher hitdie, and learns more spells. Generic Spellcaster only knows 34 spells at level 20.

....Don't we already have a higher hitdie, or am I misremembering?

I mostly meant something like a second story building where the stairs had collapsed or something to that effect. It won't be impregnable, but it'll be better than nothing. I don't want Hobos walking off with our stuff.

But yes, Shadow Stalker is going to be someone we need to watch out for.

I very much doubt what Taylor considers a good hideout will be someplace a hobo can walk into easily.

I mean by your criteria, a set-up like the Undersider's would be automatically discarded. Or places that just need a new padlock or something aren't valid, because they're walk accessible. That's a pretty poor set of criteria there. It restricts more than it helps.
 
So, people, we need to spend one feat for Planar Shepherd, and unless we can wrangle Iron Will, someway somehow (it's buyable with background, and well, if anyone could have it naturally would be Taylor), that's another feat (if we take a metamagic one with bonus Wizard feats).

So, we can get into both classes by level 7, which gives us another 3 feats by Pathfinder progression, just doable, as Lv 5's has to be Natural spell.

Thing is, I found a Great Thing for wizard: Domain Wizard! Much like clerics, you get a list of spells and a bonus slot you must fill with it. Unlike cleric, you don't get nifty abilities. To balance it out, you don't lose any Schools (I don't want to, since Incantrix tax asks for another) AND get an extra spell per level, saving us hundreds of thousands of dollars.

Best pick, as far I can see, is Conjuration. Much like the classical specialization problem, Conjuration tends to win over the lower levels, with Transmutation winning the higher ones. I figure we would take those transmutations anyways. Real gem for us is an extra spell per level, but please debate.
0—resistance; 1st—shield; 2nd—resist energy; 3rd—dispel magic; 4th—remove curse; 5th—mage's private sanctum; 6th—greater dispel magic; 7th—banishment; 8th—mind blank; 9th—prismatic sphere.

Antimagic Domain
0—detect magic; 1st—protection from chaos/evil/good/law; 2nd—obscure object; 3rd—dispel magic; 4th—minor globe of invulnerability; 5th—break enchantment; 6th—antimagic field; 7th—spell turning; 8th—protection from spells; 9th—mage's disjunction.

Battle Domain
0—daze; 1st—true strike; 2nd—protection from arrows; 3rd—greater magic weapon; 4th—fire shield; 5th—interposing hand; 6th—transformation; 7th—power word blind; 8th—moment of prescience; 9th—time stop.

Cold Domain
0—ray of frost; 1st—chill touch; 2nd—chill metal (as 2nd-level druid spell); 3rd—sleet storm; 4th—wall of ice; 5th—cone of cold; 6th—freezing sphere; 7th—delayed blast frostball (as delayed blast fireball, but deals cold damage instead of fire damage); 8th—polar ray; 9th—comet swarm (as meteor swarm, but deals cold damage instead of fire damage).

Conjuration Domain
0—acid splash; 1st—mage armor; 2nd—web; 3rd—stinking cloud; 4th—summon monster IV; 5th—wall of stone; 6th—acid fog; 7th—summon monster VII; 8th—maze; 9th—gate.

Divination Domain
0—detect magic; 1st—detect secret doors; 2nd—see invisibility; 3rd—arcane sight; 4th—arcane eye; 5th—prying eyes; 6th—true seeing; 7th—greater arcane sight; 8th—discern location; 9th—foresight.

Enchantment Domain
0—daze; 1st—charm person; 2nd—hideous laughter; 3rd—suggestion; 4th—confusion; 5th—hold monster; 6th—greater heroism; 7th—insanity; 8th—mass charm monster; 9th—dominate monster.

Evocation Domain
0—light; 1st—magic missile; 2nd—flaming sphere; 3rd—lightning bolt; 4th—shout; 5th—wall of force; 6th—forceful hand; 7th—mage's sword; 8th—telekinetic sphere; 9th—crushing hand.

Fire Domain
0—flare; 1st—burning hands; 2nd—scorching ray; 3rd—fireball; 4th—wall of fire; 5th—cone of fire (as cone of cold, but deals fire damage instead of cold damage); 6th—summon monster VI (fire creatures only); 7th—delayed blast fireball; 8th—incendiary cloud; 9th—meteor swarm.

Illusion Domain
0—ghost sound; 1st—disguise self; 2nd—invisibility; 3rd—major image; 4th—phantasmal killer; 5th—shadow evocation; 6th—mislead; 7th—mass invisibility; 8th—scintillating pattern; 9th—shades.

Necromancy Domain
0—disrupt undead; 1st—ray of enfeeblement; 2nd—false life; 3rd—vampiric touch; 4th—fear; 5th—waves of fatigue; 6th—circle of death; 7th—control undead; 8th—horrid wilting; 9th—energy drain.

Storm Domain
0—ray of frost; 1st—obscuring mist (as 1st-level cleric spell); 2nd—gust of wind; 3rd—lightning bolt; 4th—ice storm; 5th—control winds (as 5th-level druid spell); 6th—chain lightning; 7th—control weather; 8th—whirlwind (as 8th-level druid spell); 9th—storm of vengeance (as 9th-level cleric spell).

Transmutation Domain
0—mage hand; 1st—expeditious retreat; 2nd—levitate; 3rd—haste; 4th—polymorph; 5th—baleful polymorph; 6th—disintegrate; 7th—reverse gravity; 8th—iron body; 9th—shapechange.


For our Incantrix shenanigans, if we can still change Soulmeld, Mage's Spectacles for +4 Spellcraft. A +10 item will run 200,000 USD. Bonus * bonus * 2000.

What's really cool about Incantrix? Team up or research Clockblock's power, persist it at level 2 on Incantrix. Free.

I figure we could go:
Crusader 1/Druid 5/ Planar Shepherd 5/ Something 6 // Half celestial/Domain Wizard 5/ Incantrix 3/ IOT7FV 7

Because Sevenfold Veil is something you take to the very end. We can buy off the LA, so wizard should go that side.
 
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ECL 1.5
Taylor Hebert and Her Rather Sad Life: ECL 1.5

Taylor awoke to a note on her bedside table. Her dad had gone into work, and let her sleep in. She leapt out of bed, got changed - she was going to need some new clothes soon - and showered quickly. After eating a huge breakfast, simply to quell her hunger, she threw on a hoodie she'd found lying around the house. It just barely fit her, but it should let her buy some new clothes and thus let her go to the library without attracting that much attention. She hadn't taken the muggers' stuff last night, and even though she was going to have spend a significant amount of money today, she didn't regret it.

She managed to buy some new clothes that fit, eventually. Not a lot of places stocked clothes for women as tall as her, but she did eventually manage to clothe herself using something other than some clothes she'd found in a locker room. After that was done, she headed for the library. She got a few looks as she stooped to enter, but she got a computer that faced a corner soon enough. First, since she'd probably be doing the solo hero thing for a least a little while - she wanted to get at least a level or two in both the casting classes she wanted to take before going to the PRT, now that she'd had time to think about it and to pour over her sourcebooks.

She logged on to the computer and typed 'cape law' into the search engine. A bevy of results came up, and she decided to start by checking some of the more official looking ones. Eventually, after a few false starts, she came to a government website that had a list of 'dos and don'ts' for Independant capes. She still planned to look up the actual law, but they way it was laid out on the website seemed fairly straightforward. Essentially, it worked kind of like prize money in the age of sail - Independant capes were paid a sum of money for any illegal property they turned in, such as unregistered guns, drugs, dirty money or other simmilar items. She couldn't just take cash, at least legally - though there were no convictions of any independant hero for looting villains on record. Thanks to the Identity and Privacy Protection Act of 1990, a cape's masked persona was a separate legal identity, like a corporation. She'd have to submit a form and have two legal witnesses to a demonstration of some kind of parahuman ability if she wanted to be an independant hero, because then the money could be payed to her cape identity.

Her second avenue of inquiry was what restrictions were placed on the Wards. That information was much easier to find than the looting thing. Youth Guard was certainly eager to tell her all the measures they took to try to ensure the safety of the Wards. She'd have to attend school, which was a downside, but apart from a nebulous restriction on 'undue risk' which seemed to imply something more than fighting parahumans or showing up for Endbringer fights - the impression she got from it was that the PRT couldn't order her to take on a mission that was too much for her, and that they were supposed to stop her from doing the same. The rest were things like 'The child must not be subjected to overly harsh discipline' and 'The child should not be placed in action for prolonged periods of time' and stuff about costumes, which mostly boiled down to them not being able to make her wear a bikini into battle, and that they had to comply with the gender she identified with when making the costume and other such things. There was a general theme of 'Wards should be allowed to make their own decisions'.

Taylor searched around some more, and got the general impression that the Wards were allowed to fight super villains, though they were not the first choice in an emergency. Which made sense, really. She wouldn't send in the teenagers if she had a team of fully trained adults to send in instead, but if they were needed they were called. One could look up plenty of parahuman fights involving Wards on the internet, including several gory ones involving the one she'd met yesterday, Aegis. Though the effect was slightly diminished by him standing up and waving at the camera with a hole in him.

Her research done, she decided to look around the various rundown neighbourhoods of Brockton Bay for some kind of base of operations. She obviously couldn't pay for one, but she couldn't train at her house and if she wanted to be an independant hero and pay for spell research, she'd need some place to stash her money. Upon a closer reading of the rules, it turned out that the components themselves didn't matter, they just had to be worth $20,000. So she just planned to use the money itself, if she went the independent route.

She found two run down places she could use for a base. The first was a two story building that had once been a dance studio or something. The first floor was very run down and had been used by squatters at one point, but the second floor was pretty much intact and untouched. The staircase was broken, but obviously that wasn't a problem for her. She could prepare her manoeuvres here easily, as well as space for research and storage. She'd have to install her own security however. The second was a disused top floor of an office building. Apparently, funding for the construction had run out before it was done. Nobody had come up here for years, and the elevators stopped at the level below. She could only reach it by flight, which meant that she couldn't get to it in the day without flying up an elevator shaft.

Later that night, she scoped out the boat graveyard for base locations. She found one, in a long unused ship. It was large and tall enough that she could only reach it by flight, but the other ships would hide her from view. It was the most remote, and the longest commute, but it was the most secure and the largest. She returned home and contemplated which she would go with. All had their positives, though she was drawn to the isolation of the boat graveyard.

Choose a Lair:

[x] Rundown two story building. Easiest to get too, least secure and remote.
[x] Disused floor of office building. Somewhat hard to get too, somewhat secure and remote.
[x] Ship in the Boat Graveyard. Hardest to get too, most secure and remote.


What will Taylor do tomorrow? You can choose up to three actions and have $200.

[x] Research
[x] Local Cape Scene
[x] Cape Law
[x] Restrictions on Wards

[x] Cape 'Shopping'
[x] For a base of operations that isn't currently occupied.
[x] Basic costume. Costs $125 and offers no protection, but is easier to fight in and conceals your face.
[x] Basic weapons. Examples include baseball bats. Does not deal nonlethal damage. Costs $30
[x] Basic lair supplies. Storage space, simple furniture and locks. Costs $200
[x] Patrol/Look For Encounters
[x] ABB Territory
[x] E88 Territory
[x] Near the Boardwalk
[x] Call Protectorate
[x] Join Wards

[x] Register as an Independent Cape
 
[x] Ship in the Boat Graveyard. Hardest to get too, most secure and remote.

[x] Research
-[x] Local Cape Scene
[x] Cape 'Shopping'
[x] Register as an Independent Cape
 
[x] Ship in the Boat Graveyard. Hardest to get too, most secure and remote.

[x] Research
-[x] Local Cape Scene
[x] Cape 'Shopping'
-[x] Basic costume. Costs $125 and offers no protection, but is easier to fight in and conceals your face.
[x] Call Protectorate
-[x] Register as an Independent Cape

Makes sense to me. The ship is probably going overboard but better safe than sorry.
 
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[x] Ship in the Boat Graveyard. Hardest to get too, most secure and remote.

[x] Research
-[x] Local Cape Scene
[x] Cape 'Shopping'
-[x] Basic costume. Costs $125 and offers no protection, but is easier to fight in and conceals your face.
[x] Call Protectorate
-[x] Register as an Independent Cape

I feel we should test out of school before we consider joining the wards...it helps us sidestep highschool, a big consideration for Taylor.

This way we can also try to figure out the potential cashflow from being an independent. Tinkers are generally limited to a budget, and our spell research operates rather similarly. That way we have a comparison when they make the wards pitch.
 
[x] Ship in the Boat Graveyard. Hardest to get too, most secure and remote.

[x] Research
-[x] Local Cape Scene
[x] Cape 'Shopping'
-[x] Basic costume. Costs $125 and offers no protection, but is easier to fight in and conceals your face.
[x] Call Protectorate
-[x] Register as an Independent Cape

I feel we should test out of school before we consider joining the wards...it helps us sidestep highschool, a big consideration for Taylor.

This way we can also try to figure out the potential cashflow from being an independent. Tinkers are generally limited to a budget, and our spell research operates rather similarly. That way we have a comparison when they make the wards pitch.

We will develop the power to cast spells and (eventually sell potions) that can cure cancer in the short term. In the long term we can bring back the dead. I do not think cash flow will ever be an issue fro us.
 
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As it has already been said, there are others capable of flight, as well as pseudo-flight or teleportation. Being isolated and alone inside of a difficult to access structure is just asking to get ambushed and/or left for dead, with no way for conventional help to reach us. Middle ground is more reasonable in the event of problems at a later date. Also makes it easier for any potential allies to access under less urgent circumstances.

[] Disused floor of office building. Somewhat hard to get too, somewhat secure and remote.

[] Research
-[] Local Cape Scene
[] Cape 'Shopping'
-[] Basic costume. Costs $125 and offers no protection, but is easier to fight in and conceals your face.
[] Call Protectorate
-[] Register as an Independent Cape
 
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As it has already been said, there are others capable of flight, as well as pseudo-flight or teleportation. Being isolated and alone inside of a difficult to access structure is just asking to get ambushed and/or left for dead with no way for conventional help to reach us. Middle ground is more reasonable in the event of problems at a later date. Also makes it easier for any potential allies to access under less urgent circumstances.

If we are in a position to call the cops for help we can do the same for the Protectorate and hay can fly. Any villain dedicated enough to launch an attack on an isolated base in the middle of nowhere will make damn sure the Taylor is dead and not left for dead.
 
We will develop the power to cast spells and (eventually sell potions) that can cure cancer in the short term. In the long term we can bring back the dead. I do not think cash flow will ever be an issue fro us.

I don't think you're the target audience I'm trying to convince. I'm mainly pointing that out for people who are already inclined to join the wards, it might help our negotiating position if we know how much money we can make on our own, when the wards main selling point is the resources they can offer us.
 
If we are in a position to call the cops for help we can do the same for the Protectorate and hay can fly. Any villain dedicated enough to launch an attack on an isolated base in the middle of nowhere will make damn sure the Taylor is dead and not left for dead.
In that case perhaps we should consider the psychological benefits. If we make an enemy that locates our base of operations and does attack, they are more likely to do so on a isolated base in the middle of nowhere than on an office building inside the city proper. Additionally it places us closer to the the locations any supporting responders might be dispatched from, allowing for faster assistance in the event of an attack.

I mean, if we're setting up a base propper, it only makes sense that it be convieniently placed. I suppose since it's in an occupied office building... Technically that makes it even safer if the enemy we make is hesitant about civilian casualties. Not a big bonus, since the majority of villains don't give a shit about that, but it could be considered a plus factor.

Edit: Also it's kinda dickbaggy, probably at risk of an alignment modifier right there. But hey, free meatshieds!
 
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In that case perhaps we should consider the psychological benefits. If we make an enemy that locates our base of operations and does attack, they are more likely to do so on a isolated base in the middle of nowhere than on an office building inside the city proper. Additionally it places us closer to the the locations any supporting responders might be dispatched from, allowing for faster assistance in the event of an attack.

This would make more sense if Brokton Bay weren't the mess it is. With as much impunity as the villains act as a matter of course unless we have civilians in the next room most of the villains would would not even hesitate.
 
[x] Ship in the Boat Graveyard. Hardest to get too, most secure and remote.

[x] Research
-[x] Local Cape Scene
[x] Cape 'Shopping'
-[x] Basic costume. Costs $125 and offers no protection, but is easier to fight in and conceals your face.
[x] Call Protectorate
-[x] Register as an Independent Cape
 
This would make more sense if Brokton Bay weren't the mess it is.

I'm not sure what you're saying here.
Because Brockton Bay is a mess... having our base as far away from potential allied responders as possbile makes us safer?
Just to be clear on what I meant:
My chief concern is being attacked while isolated, and having no help able to reach us in time. Taking the Office base puts us closer to help, and gives us a small psychological advantage against anyone that would be inclined to attack us. Villains attacking a building within the city limits would get attention much more quickly than an old wreck out in the bay.
 
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[x] Disused floor of office building. Somewhat hard to get too, somewhat secure and remote.

[x] Research
-[x] Local Cape Scene
[x] Cape 'Shopping'
-[x] Basic costume. Costs $125 and offers no protection, but is easier to fight in and conceals your face.
[x] Call Protectorate
-[x] Register as an Independent Cape
 
I'm not sure what you're saying here.
Because Brockton Bay is a mess... having our base as far away from potential allied responders as possbile makes us safer?
Just to be clear on what I meant:
My chief concern is being attacked while isolated, and having no help able to reach us in time. Taking the Office base puts us closer to help, and gives us a small psychological advantage against anyone that would be inclined to attack us. Criminals attacking a building within the city limits would get Protectorate attention much more quickly than an old wreck out in the bay.

No, my point was that help is unlikely to arrive in a timely manner regardless against the sort of attackers that would bother targeting the more isolated base. Our best bet is not to attract that sort of attention until we can level up a bit.
 
No, my point was that help is unlikely to arrive in a timely manner regardless against the sort of attackers that would bother targeting the more isolated base. Our best bet is not to attract that sort of attention until we can level up a bit.

Completely in agreement on not attracting attention. I don't think it's likely that it even will happen, but I want us to be prepared in the event that it might, and in that regard the Ship Graveyard is actually the most vulnerable, because all three base options have exactly the same vulnerabilities. The only thing that the Graveyard affords us is distance and anonymity, and that's it. Any parahuman that can access the other two possible bases can do the exact same with the Graveyard with little or no difficulty, so if we take the Graveyard our biggest defence is it's isolation and hoping that nobody works out where it is.

If that safety falls through, by someone working out where it is, we immediately become as vulnerable as we would be in any other base, with the additional problem that we are now very far removed from the city, and hope of a fast response is much lower than anywhere else.

We need to avoid attention regardless of what base we take, but we should hope for the best and prepare for the worse. This is Earth Bet after all.
 
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