
Sehkmet |

From previous discussions I am presuming that Lovecraft, Innsmouth, etc ARE part of the fiction written for this world (yes, I've immediately leaped to Deep Ones :-)).
But I'm also assuming that the "History" told by Lovecraft et. al. would not be widely known. Is it the kind of thing the Monstrous Regiment would know about?

Lord Hathaway |

Best Mommy film of all time was Bubba Ho-Tep,

Benjamin Griffin |

If anyone needs help with how to do "gather information" or research style checks, let me know. Otherwise I'll assume you know what you are going. I don't want to make things too easy, but I know mysteries can be extra challenging in PbP, so I'm not opposed to helping out.
This comment made me evaluate the available skills, and especially the Investigation skill. It seem pretty straightforward? We'd roll an Investigation check to use the Analyze Evidence action. Presumably, you'd want us to be looking for something specific, or at least a particular line of inquiry.
You probably don't want us to say, "I roll Investigation! What do I learn?"

GM_Panic |

This my way to do mystery PbP, offer levels.
Ask the right person
Look in the right place
Ask the right Question.
and no need for a roll you just did roll play right,
If it that info is hard to get too well hidden, hard to ucover, work out and so on. {PLOT protected}
Then roll skills for levels.
DC15 gives you this
DC20 This
DC 25 This,
DC30 WOW THIS!
And I don't post spoilers with what you get till after rolls.
Makes all kind of special

Lord Hathaway |

Hi all, I am on a biz trip for the next few days
GM would you mind Botting my PC for me, till I post again.

GM SuperTumbler |

This my way to do mystery PbP, offer levels.
Ask the right person
Look in the right place
Ask the right Question.and no need for a roll you just did roll play right,
If it that info is hard to get too well hidden, hard to ucover, work out and so on. {PLOT protected}
Then roll skills for levels.
DC15 gives you this
DC20 This
DC 25 This,
DC30 WOW THIS!And I don't post spoilers with what you get till after rolls.
Makes all kind of special
That is pretty close to what I will do most of the time. Degrees of success get you more information. Sometimes information that I have predetermined. Sometimes if there is a lot to be discovered, I'll let each degree of success (beating the DC by 5) get you a question answered.

GM SuperTumbler |
1 person marked this as a favorite. |

GM SuperTumbler wrote:If anyone needs help with how to do "gather information" or research style checks, let me know. Otherwise I'll assume you know what you are going. I don't want to make things too easy, but I know mysteries can be extra challenging in PbP, so I'm not opposed to helping out.This comment made me evaluate the available skills, and especially the Investigation skill. It seem pretty straightforward? We'd roll an Investigation check to use the Analyze Evidence action. Presumably, you'd want us to be looking for something specific, or at least a particular line of inquiry.
You probably don't want us to say, "I roll Investigation! What do I learn?"
You could definitely roll blind to gather evidence at a scene. If you have evidence and are analyzing, it could go either way. You could ask specific questions if you have them or just say "what can I learn from this evidence."

GM SuperTumbler |

Deathquaker, at least, is familiar with my tendency to way overcomplicate plots and mysteries.
This is not supposed to be a deep and involved investigation. At your Power Level, normal crime cases should be fairly trivial. I'll follow your lead as much as possible. If things get boring, we can cut through the fog with some investigation rolls or some Hero Point spends for inspiration.
That said, I did write in opportunities to explore your skills and abilities, and I'm sure you can come up with your own ideas.

The Mummy's Bride |

I changed my character's expertise to "death, afterlives, and funereal rites" to be more broadly global. She knows the burial practices, corpse preparation, afterlife journeys, and religious views of death. She knows who all the psychopomps are (possibly one or two personally).

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The lab report indicates that it is a claw, possibly from a boa constrictor. The claw did not match the lacerations on the victim. The lacerations were likely from something she fell on/against or impact with something in the water. Overall, the work seems hasty and not very thorough.
Sorry, not trying to be a pedant or a dick here, but "claw from a boa constrictor"??????? Snakes don't have claws

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Called a Pelvic Spur, apparently.
Learn something new every day :-). Sorry for the diversion, never heard of this before

GM SuperTumbler |

GM SuperTumbler wrote:Called a Pelvic Spur, apparently.Learn something new every day :-). Sorry for the diversion, never heard of this before
I did not learn this by choice. I have a student who has autism and is obsessed with reptiles.

The Mummy's Bride |

Ha! Sorry Quaker, I was posting about the ascending age pattern and your post got in right before mine. I'll leave it though
No worries, should still work. :D

GM SuperTumbler |

Since no one really has much in the way of communication powers, you can all have a 1 point communicator for free. This way, we can freely communicate across storylines and share information.
And in other news, this campaign is already the best example of using Benefits that I think I've seen in any campaign I've run.

Lord Hathaway |

If anyone is in LA I am around till Saturday haha

Sehkmet |
1 person marked this as a favorite. |

The conversation over in Game Play made me realize I'd like to add a new power to my character.
Bestow Blessings of Bastet
This allows Sehkmet to bestow the blessing of Bastet on any feline who has already genuinely helped her. That feline will become lucky in some way. Maybe it gets adopted by a caring family, maybe it escapes from the zoo and lives a free life in the woods, maybe it just has a large and healthy litter.
Pure flavour and Sehkmet probably only rarely (if ever) even finds out how it manifested.
The only way that I can see that this could possibly be built would be as a Feature. But it is definitely sufficiently out there that getting GM approval is obviously necessary

Lord Hathaway |

Put the comms into Telepathy

GM SuperTumbler |
1 person marked this as a favorite. |

The conversation over in Game Play made me realize I'd like to add a new power to my character.
Bestow Blessings of Bastet
This allows Sehkmet to bestow the blessing of Bastet on any feline who has already genuinely helped her. That feline will become lucky in some way. Maybe it gets adopted by a caring family, maybe it escapes from the zoo and lives a free life in the woods, maybe it just has a large and healthy litter.
Pure flavour and Sehkmet probably only rarely (if ever) even finds out how it manifested.
The only way that I can see that this could possibly be built would be as a Feature. But it is definitely sufficiently out there that getting GM approval is obviously necessary
Agreed that you should make that a Feature. And remind me about it when it comes up. Might matter at some point. Definitely a fun idea.

Benjamin Griffin |

A cheetah running through Boston? Yeah, right.
In the news right now: Boston Dynamics' Cheetah Robot Now Faster than Fastest Human

Lord Hathaway |

Sooo the two main problems with Walking robots,
1: Even the best battery tech on earth gives them 10 to 20 mins of use.
2: They have real problems on soft surfaces such as mud, The point respice balance algos freek when in a shifting surface, its what you never seen footage of BDs bots on Sand dunes. they just lose balance constantly.
Anyway I digress
Anyway I am in the process of redesigning Hathaway a little,
With the hole telenises thing, I am rethinking just how he works
Illusion and force over Biotech BAtman + BANE kind of things.
Just feels off and to much like Jeckle.

GM_Panic |

I was trying to get Hathaway working, I want him to have abilities unlike others, and I am Thinking of shifting him to mind and illusion powers, Where he uses force to do things. Over doing a body transformation which three of our part do already. He may be slower and not so hard to hit, but a mind shield that can harm and lift things, That can alter the way he looks like a illusion. Feel more our setting.

GM SuperTumbler |

I'm fine with that direction, Panic, but I think you could also find a niche with a character who doesn't have "powers" at all, but just great training.
You are nailing the narrative power through wealth and influence vibe. You could continue in a vaguely but different Bruce Wayne sort of vibe.
Some ideas:
Morph 2 to be The Man of a Thousand Faces. (Master of Disguise in Power Profiles)
BRILLIANT DEDUCTION
Whether it is a few scuffs in the dirt or some stray hairs on
someone’s collar, you can reconstruct entire past events
with amazing accuracy just by examining the available
evidence. You can substitute an Investigation check for
the Perception check normally required for Postcognition
if your examination of the evidence is successful.
Brilliant Deduction: Senses 4 (Postcognition), Investigation
Check Required (DC 12) • 2 points
PERFECT DEFENSE
Your mastery of combat technique is so great that when
you choose to go on the defensive, you are virtually untouchable.
You either parry and slip around close attacks,
or nimbly dodge and evade ranged attacks. Doing so
takes virtually all your concentration, however; you’re
limited to move and free actions while using your Perfect
Defense, and it does not protect you from attacks that do not target you in the ways you are trained to avoid, so
things like area and perception ranged attacks still affect
you normally. You must also be able to defend yourself:
If you are vulnerable or defenseless, your Perfect Defense
does not work, either.
Perfect Defense: Immunity 40 (attacks targeting Dodge or
Parry), Concentration Duration • 20 points (40 for both)
Luck powers flavored as incredible preparation.
An indirect variable damage or affliction power that represents setting up traps or maneuvering situations into your control.
Illusions flavored as magic tricks/mind tricks, special effects.
Could also go more psionic and have sort of The Shadow vibes. Not in the sense of being invisible, since that is Griffin's schtick, but in the cloud men's minds sense.

Lord Hathaway |

POWERS {45p}
The Man of a Thousand Faces ****{5p}***
Morph 2 (Master of Disguise in Power Profiles)
Action: Free • Range: Personal Duration: Sustained • Cost: 5 points per rank You can alter your appearance. Your traits do not change; your new form is merely a cosmetic change. You gain a +20 bonus to Deception checks to disguise yourself as the form you assume (see the Disguise guidelines for Deception). Your Morph rank determines what form(s) you can assume: At rank 1 you can assume a single other appearance. At rank 2 you can assume any of a narrow group of forms, such as people of roughly your size and gender, a type of animal like birds or reptiles, and so forth.
Limited Time limited {-1pr}
BRILLIANT DEDUCTION ***{2p}***
Whether it is a few scuffs in the dirt or some stray hairs on someone’s collar, you can reconstruct entire past events with amazing accuracy just by examining the available evidence. You can substitute an Investigation check for the Perception check normally required for Postcognition if your examination of the evidence is successful. Brilliant Deduction: Senses 4 (Postcognition), Investigation
Check Required (DC 12) • 2 points
LINKED POWERS***{6p}***
TELEPATHIC MIND {4p}
PSIONIC COMMUNICATION 1 {Touch} [/b]
Metal {Telepathy}
Two way Telepathy Communication is instantaneous. The Receiver can choose to ignore your Communication, if they wish. Communication is language-dependent; you and the subject must share a common language. Activating your Communication effect is a free action. Communicating, however, takes the normal amount of time.
Limited: Range Touch {-1r}
Alt-Power MIND READ 4 {Touch Only} DC11
Surface thoughts:
You can read what the target is presently thinking. Mind Reading transcends language;
you comprehend the target’s thoughts whether or not you share a common language.
Personal thoughts:
You can probe deeper into the target’s mind for information.
You can essentially ask any one question and receive the answer from the target’s mind.
If the target doesn’t know the answer, then you know that as well.
Limited: Subject Touched must be infected with Mental/Bio-Nineties for the link to be made.{-1r}
Limited: Single Subject at a time{-1r}
Limited: Fades The Mental/Bio-Nineties fade over 6 hours degrading in the body {-1}
Alt-POWER - FEATURE VISTIONS {PLOT TOOL, That can activate any time he reads minds}
PSIONIC SENSES - PRECOGNITION {2p}
"HUNCHES" {Plot Tool}{1p}
You get Hunches about things, odd feelings, that hint at things.
Uncontrolled: You have no control when this power activates {GMs discretion Plot tool}
Limited: Just a Hunch no more info than that {-1r}
ALT POWER - PRECOGNITION {Plot Tool} {1p}
VISIONSYou gain visions of subject with in 100' mentally, you have no control over what they may be. {GM Driven}
Uncontrolled: You have no control when this power activates {GMs discretion Plot tool}
Distracting: When this power is activated you become distracted {-10 to actions}
LINKED POWERS***{3p}***
PSIONIC IMMUNITY 1 {1p} AGING
AGING - You are immune to certain effects, automatically succeeding on any resistance check against them. You assign ranks of Immunity to various effects to gain immunity to them (with more extensive effects requiring more ranks). These assign- ments are permanent. Examples include the following:
Permanent: {-1r} This power is permanent and can not be turned off.
REGENERATION 1 {1p} {Hathaways Healing Factor/that keeps him Disfigured}
You recover quickly from damage. Remove penalties to your Toughness checks due to damage equal to your
Regeneration rank each minute. You then recover other damage conditions equal to your Regeneration rank each minute, starting from your most severe condition. Spread this recovery out evenly over a minute (10 action rounds). So with Regeneration 5, you remove a –1 Toughness penalty every other round (every round with Regeneration 10, and up to a –2 penalty per round with Regeneration 20).
EXTRAS: Persistent: You can regenerate even Incurable damage conditions (see the Incurable modifier). {+1 cost per rank}
His healing Factor.
Limited: This healing factor restores Hathaway to is post accident disfigured form.
Permanent: {-1r} This power is permanent and can not be turned off.
IMMORTALITY 1 {1p} {17 Time Rank = 2 weeks}
Limited: The remains of his body must be recovered by Hathaway Institute, for Vat Bio_Re-growth.
You must specify a reasonably common effect (or set of uncommon effects) that keeps you from recovering from death,
you may still be able to come back. {-1 cost per rank}
PSIONICS POWER{27}
FORCEFIELD 10 {10p}
Effect: Protection, Sustained • 1 point per rank You can surround your body with a protective field of
energy or force, providing you with a Toughness increase equal to your rank.
As a sustained effect, your Force Field is noticeable, unless you apply the Subtle modifier.
Force Fields are often Impervious as well, immune to certain lower thresholds of Damage.
EXTRA: EFFECTS Objects {1pr=10p}
EXTRA: EFFECTS INCAPREAL 2 {ALL}{2p}
EXTRA: EFFECTS Others+Self {1p}
MODS:
Subtle {1p}
This modifier reduces, and then eliminates, these traces. If your Flight is completely Subtle, you do not need to make Stealth checks to move silently while using your power (you do so automatically), although you may still need to do so to avoid being seen or otherwise detected.
Precise: {1p}
You can vary your Concealment at will as a free action: going from total to partial to no concealment,
concealing some parts and not others, or anywhere inbetween. If your Concealment affects multiple senses, you can also choose to affect some of those senses and not others. Concealment is normally all-or-nothing: either you are concealed to the full amount of your effect, or you’re
not.

Lord Hathaway |


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Tato-Nut in Ocean Springs, MS. Hands down, the best doughnut anywhere.

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Jpaul, I never said Dunkin Donuts were the best. I said the best Dunkins were in Boston (seriously they do taste better there). Where you cannot buy Tim Horton's. :)
I have no interest in a donut debate. (My personal favorite come from a small bakery in Catonsville, MD).
Sorry. I didn't mean to be rude or start a donut war. Just meant it as a joke.

GM SuperTumbler |

Dunkin is weird as a franchise in that they have multiple production models. The worst of Dunkins (like the ones near me) bake donuts that are delivered frozen. Then there are some franchisees who band together to make their donuts in a central facility and then have them delivered to multiple stores. And the best stores still make their donuts fresh in store.
So they really do taste quite different in different places.
I've run many campaigns in Boston because I know it just well enough to use as a setting without knowing it so well as to get in the way of telling a story. It is a cool city if you can deal with the winters.

Lord Hathaway |

Been to here and I can say 100% after traveling over most of the planet that the make the very best donuts on earth.