1. Scooby Doo
  2. Generic Western
  3. Zorro
  4. The Phantom
  5. Penny Dreadful
  • HuindilOPMA
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    4 hours ago

    Generic Western

    • Age: 29
    • Gender: Male
    • Location: Tombstone

    Perks

    • 100 Barfly
      • Your hours on a stool have taught you some serious lessons. In addition to nigh-immunity to the excesses of drink and drug, you’re a master of bar brawls, able to knock out even the toughest hands with a single smash from a chair. You know just how to break a bottle to make a weapon and not cut your hand, and when to use a bar mirror to time your strikes. While your battles might leave a mark on your tab, they probably won’t leave one on you.
    • 200 Hands As Fast As Lightning
      • The best way to win a gunfight, especially in the cramped environments you’re accustomed to, is to be the one who shoots first. And that’s always you. You’re so fast you can draw and fire six shots single action before another man’s hands touch leather, and without the inaccuracy most would expect. This has some nonviolent uses, as well; your card tricks must be seen to be believed, and you can make a draw or a simple cylinder check into a work of art.
    • 500 Just Good At Killing Things
      • Draw. Aim. Fire. Aim. Fire. Aim. Fire. And three men are dead on the floor. That’s your talent; killin’ folk. You know exactly how to ignore all the fancy bits, whether that’s a fancy gun-twirling draw or a silly kung-fu stance, and get down to the barebones by shaving off the unnecessary bits (even the ones some other people think they need). It may not be quite as efficient, but it’s sure effective.

    Items

    • 00 Texas Prayer Book
      • While they may suspect, when using this deck of cards (which oddly seems to change shape, artwork, and even size, to fit the game in question) you can never be PROVEN to have cheated. No matter how carefully they check, there are only four kings in the deck. Just how you drew all of them… must have been luck, huh? Also guaranteed you’ll never end up with the Dead Man’s Hand!
    • 100 Star
      • This emblem of the law proclaims you as a U.S. Marshal, a Mountie, a sheriff, or another legal agency. The star shines so brightly your jurisdiction can never be doubted; though people may not bow to it, they'll know you are the long arm of the law here at last, whether in the Indian Territories or even farther afield. When someone does draw down on you, the star flashes in the sun in a way that seems to often blind people aiming in your direction, giving you an extra second to draw yourself.
        
    • 100 Longarm
      • As a Winchester '73 (Octagonal barrel optional) this longarm is perfectly suited to sharpshooting work out on the prairie. While it’s good for shooting people, this lever-action rifle is even better for shooting other things; in fact, the bullet seems to strike unerringly at targets other than humans. If you want to shoot a gun out of a man’s hand at a mile, or kill his horse at two, this is the gun for you, and there’s no chance of either causing any damage to the actual person involved. Somehow
    • 200 The Tennessee Stud
      • The Tennessee Stud is long and lean, and is pretty much the perfect horse for you. In addition to a noted habit of getting into places a horse normally wouldn’t when you call (such as inside a saloon) the Stud is always strong enough and fast enough to serve as an attractive mount. No matter what you weigh, the Stud can carry it and your gear, and no matter how fast you are, the Stud is fast enough to seem an attractive choice of transportation.

    Companions (+700cp from One and Done, for Companion)

    • 200 Import Companion [Velma Dinkley with 400cp]
      • 00 Cardsharp’s Life
        • Well, at least you won’t lose your shirt! You’re really good at gambling. You know every card, dice, and other chance game in the West (even the ones invented five minutes ago to fleece a poor civilizee of his last dollar), and have uncanny luck at any such pastime. If that’s not enough, you can rook better than any chisler you’ve ever heard of, and are sure to catch anyone else who plans to cheat against you.
      • 100 Barfly
        • Your hours on a stool have taught you some serious lessons. In addition to nigh-immunity to the excesses of drink and drug, you’re a master of bar brawls, able to knock out even the toughest hands with a single smash from a chair. You know just how to break a bottle to make a weapon and not cut your hand, and when to use a bar mirror to time your strikes. While your battles might leave a mark on your tab, they probably won’t leave one on you.
      • 200 Hands As Fast As Lightning The best way to win a gunfight, especially in the cramped environments you’re accustomed to, is to be the one who shoots first. And that’s always you. You’re so fast you can draw and fire six shots single action before another man’s hands touch leather, and without the inaccuracy most would expect. This has some nonviolent uses, as well; your card tricks must be seen to be believed, and you can make a draw or a simple cylinder check into a work of art.
      • 500 Just Good At Killing Things
        • Draw. Aim. Fire. Aim. Fire. Aim. Fire. And three men are dead on the floor. That’s your talent; killin’ folk. You know exactly how to ignore all the fancy bits, whether that’s a fancy gun-twirling draw or a silly kung-fu stance, and get down to the barebones by shaving off the unnecessary bits (even the ones some other people think they need). It may not be quite as efficient, but it’s sure effective.
      • 00 Texas Prayer Book
        • While they may suspect, when using this deck of cards (which oddly seems to change shape, artwork, and even size, to fit the game in question) you can never be PROVEN to have cheated. No matter how carefully they check, there are only four kings in the deck. Just how you drew all of them… must have been luck, huh? Also guaranteed you’ll never end up with the Dead Man’s Hand!
      • 100 Longarm
        • As a Winchester '73 (Octagonal barrel optional) this longarm is perfectly suited to sharpshooting work out on the prairie. While it’s good for shooting people, this lever-action rifle is even better for shooting other things; in fact, the bullet seems to strike unerringly at targets other than humans. If you want to shoot a gun out of a man’s hand at a mile, or kill his horse at two, this is the gun for you, and there’s no chance of either causing any damage to the actual person involved. Somehow
      • 200 The Tennessee Stud
        • The Tennessee Stud is long and lean, and is pretty much the perfect horse for you. In addition to a noted habit of getting into places a horse normally wouldn’t when you call (such as inside a saloon) the Stud is always strong enough and fast enough to serve as an attractive mount. No matter what you weigh, the Stud can carry it and your gear, and no matter how fast you are, the Stud is fast enough to seem an attractive choice of transportation.

    Drawbacks

    • +200 [Chain Drawback] Earlier Beginning
      • You begin each jump at age four, or the nearest equivalent, and remain until the jump’s normal start date. Your memories, personality, and experiences are fully intact from the beginning. Local powers mature naturally as you grow. Out-of-jump powers return at 2% per year until puberty and 12% per year thereafter, scaled proportionally for species with different maturation rates. Power returns qualitatively rather than absolutely. You retain only two years of plot armor against random childhood misfortune. Imported Companions receive the same effects. Your warehouse and any unimported Companions become available at the jump’s normal start date.
    • +200 [Chain Drawback] One Life To Lose
      • Death is no longer a revolving door for your Companions. If a Companion dies beyond the point of medical recovery, they are removed from the Chain and returned to their reality of origin, though Undead Companions use an equivalent definition of death. Once lost, a Companion may only be reclaimed through Return, a continuity toggle in a later Jump to the same setting during that Companion’s lifespan, or by earning your Spark. Respawn mechanics, resurrection powers, 1-Ups, recovery items, and similar abilities cannot restore a dead Companion. Powers, Perks, and Items may still prevent death before it occurs. To prevent arbitrary losses, Companions will not die from random accidents, casual illness, age-related complications, or similarly insignificant causes. Only deliberate action or major plot-level threats can kill them. Each Companion gains an additional 600 CP at the beginning of every Jump while this Drawback is active, while the Jumper gains +200 CP. Companions who are not imported cannot receive Origins, freebies, or other import benefits.