You possess a patience that would leave even a saint feeling inadequate. Putting up with an egotistical, antisocial genius with no end of bad habits for years is par for the course as far as you’re concerned. It doesn’t matter how much someone could grate on you, unless you make the conscious choice to be bothered by someone’s actions and manner, you can just shrug it off. As a secondary bonus when you do lose your temper with someone the impact is magnified in relation to how much you typically put up with from them.
00cp - A Man of Merit [Soldier]
You’re plenty exceptional by anyone’s reckoning. Choose one profession, which can be anything that a man could make a career of. You’ve had plenty of experience in this field, earning you all the skills that would come from a distinguished career. A decorated soldier’s fighting skill and bravery, a doctor’s knowledge and medical expertise, and a writer’s hand at cataloging stories are just a few possibilities. May be purchased multiple times. This grants you effectively ten years of experience in each field, with all the tricks and know-how of someone who had specialized in each one individually.
50cp - A Man of Merit [Hunter]
You’re plenty exceptional by anyone’s reckoning. Choose one profession, which can be anything that a man could make a career of. You’ve had plenty of experience in this field, earning you all the skills that would come from a distinguished career. A decorated soldier’s fighting skill and bravery, a doctor’s knowledge and medical expertise, and a writer’s hand at cataloging stories are just a few possibilities. May be purchased multiple times. This grants you effectively ten years of experience in each field, with all the tricks and know-how of someone who had specialized in each one individually.
50cp - A Man of Merit [Poet]
You’re plenty exceptional by anyone’s reckoning. Choose one profession, which can be anything that a man could make a career of. You’ve had plenty of experience in this field, earning you all the skills that would come from a distinguished career. A decorated soldier’s fighting skill and bravery, a doctor’s knowledge and medical expertise, and a writer’s hand at cataloging stories are just a few possibilities. May be purchased multiple times. This grants you effectively ten years of experience in each field, with all the tricks and know-how of someone who had specialized in each one individually.
100cp - Always on the Run
The crucial part of any proper scheme is knowing how and when to get away. You’re a natural at this, and possess a sixth sense for timing your exits that usually ensures you have at least a day’s head start before they realize they even need to be chasing after you in the first place. This sense also lends itself to covering up your trail, letting you vanish like a ghost if you’ve had any time to prepare at all.
100cp - Brilliant
You have an extraordinary mind by anyone’s standards. You think faster, process information far better, and learn quicker. All with an impressive clarity of thought. In general you’re roughly at peak human capacity mentally. Not truly superhuman, although depending on the company you keep you can expect to be at least one of the smartest people in the room. Let’s be honest though, most of the time you’ll probably be THE smartest. Most people are rather dim after all.
100cp - Tidying Up
Only a fool would leave a trail that would lead somebody right to their front door. At all times you have an exceptional awareness and intuition regarding anything that could lead others to you, whether that is witnesses or clues. You’re brilliant at figuring out how to remove these loose ends, ensuring that more often then not there won’t be any trail to follow at all.
300cp - A Man of Action
It wouldn’t be untrue to say that at your birth fate itself decreed that you were born to action. When the chips are down and things are at their most dangerous, you find yourself buoyed with an incredible surge of confidence, ability, and fortune. Among the fire and fury of a battlefield you’d be perfectly at home, shrapnel whizzing past leaving you untouched, bullets veering off course to miss you, and you can nearly always expect fate to favor you when your life hangs by a thread. Whether it’s bare knuckled brawls in the sewers or daring escapes with bullets at your back, when other men would be desperate to stack the deck in their favor, you barely need to look at your cards.
300cp - One of the Blokes
No matter where you go you find that it is a very difficult thing indeed for you to not fit in with whatever company you find yourself in. Everybody just feels like you belong, and even when this just isn’t possible, they more often than not will feel like you should. If only things were a little bit different.
Items
00cp - The Cane
An indestructible and stylish cane that will always look perfect according to your sensibilities. It contains an impossibly sharp and equally indestructible blade inside, which can be drawn casually when you wish it to, not needing any special press of a button or twist of a knob. Holding this cane renders you a master of bartitsu. This mastery is permanent for you, and will slowly become permanent for any others that use this cane. For an additional 100cp you can import a weapon to take the place of the blade. When you will it the cane will simply morph into your chosen weapon, although expect plenty of odd looks at that little trick.
50cp - A Sidearm
An otherwise normal pistol, this little guy is guaranteed to never jam or misfire. Should you lose it you’ll find it in your pocket the next time you reach for it. Is always in tip top shape, never needing to be cleaned, and comes with plenty of ammunition.
300cp - Baker Street
A comfortable, and rather nice home. While certainly not a manor house it’s spacious, accommodating, and coincidentally rather perfect as a base of operations for your adventures. Large enough to house living space, offices, and working space for up to three people, along with a library, and kitchens. Any damage to the property seems to restore itself in a week, and you seem rather more lucky when it comes to whatever work it is you perform here. Strangely, while you can still be attacked while you reside here, any assassination attempts for other attacks will always foul up, letting you and anyone else escape relatively unscathed.
Drawbacks
+1000cp - Jump Stipend
Points you get just for showing up.
+100cp - Limited Storage
Instead of a Warehouse, you have a storage locker that is 40 square feet (5 foot by 8 foot by 7.5 feet tall) instead of 40,000. You may still fill out the supplement, but doubling it only makes it 80 square feet (10 foot by 8 foot by 15 feet). Everything scales down. Plumbing becomes an RV style toilet, sink, and shower. Housing becomes a tiny house. The Medbay becomes a Medical Pod. The Workshop becomes a Workbench. If this is a Chain Drawback, you gain a one time +20 Warehouse Points. Anything that wouldn’t fit anymore gets dumped out at your starting location, with items that lack CP backing going first. Augmenting this space is proportionally harder than augmenting a full size Warehouse. Any workarounds to minimize this minimization is only of limited effectiveness. There will always be a shortage of storage space.
+100cp - Warehouse Brand Backpack
You have a backpack that can contain 4 cubic feet of space.
That’s it. Everything in the Warehouse Supplement scales down (Bedroll & Tent instead of Housing, First Aid Kit instead of Medbay, Hand Fan & Heater for AC/Heating, Travel Toolkit for Workshop, a Universal Power Point for Electricity, a Water Spigot for Plumbing)… but none of it takes up room. Doubling the volume makes it 8 cubic feet (roughly the size of a large milkcrate, 2 feet by 2 feet by 2 feet). Requires and Modifies Limited Storage. If this is a Chain Drawback, you gain an additional +30 Warehouse Points (50 total). This cannot be taken with Limited Access and the Backpack must be carried with you, but cannot be opened by anyone besides you or a Companion you allow to open it. As you cannot exactly spend a week between jumps in a backpack, you get a camping spot deep in nameless wilderness to plan your next jump in. It is always a different clearing or hollow and it’s barely 100 foot square, so there isn’t anything to do besides camp out there. Any storage item you get will be limited to internal storage equal to that of the Backpack and cannot be merged with the Backpack unless it is another backpack but doing so strips it of any extra storage space. Warehouse Add-Ons that can be rationalized the same way I’ve scaled down the Warehouse features are fine, others attach to the clearing.
You begin every jump (that is not a direct sequel of a previous jump where you’re the same individual you were in the previous jump) at the birth of your alter-ego (or as a foundling for drop-ins) for that jump, your age roll in years before normal jump-start (minimum 11 years if age roll isn’t part of the jump). Your local powers mature as you grow as makes sense for the setting. As for your out of jump powers and skills… they’ll begin manifesting in your toddler years (1% per year until you hit puberty for a standard human, though for races that mature slower, it will be proportional… thus a race that takes 100 years to hit puberty instead of 10 years would mature 1/10th as fast). Once you hit puberty it’ll increase to 6% per year (or proportional time unit). Expect to be back to full strength around the time the jump would normally start though, so this might be slower or faster in some jumps. Your memories of your other selves start out as dreams as you age and become more and more real until they naturally just merge at the moment of jump-start. You have a form of slowly decreasing plot armor as you get closer to the start of things. The more helpless you are, the stronger it is. This applies to all your Companions who are imported into the jump with you, giving them +100CP to be spent however the import rules allow, or only on Perks if they would normally not gain CP. Unimported Companions do not gain this, and will join you as soon as your warehouse opens… at the start of the normal jump timeline. It cannot be Revoked or put on Hiatus if it is a Chain-Drawback and applies even to Gauntlets. Yes, this makes Monopoly sooo much worse. You’ll never know which Monopoly game is ‘The One that Will Set You Free!’ If possible, you must make age rolls. Power returns qualitatively/ geometrically, not in absolute terms.
+100cp - Earlier Beginning
So you decided not to wait for your memories to return? Now you’ll begin the jump at age 4 (adds at least 7 years to duration) with double the rate of power return above and all your memories fully intact. Your plot armor from SatB wears off far faster however, lasting no more than 2 years. Your Companions will join you by the time the jump normally starts and your warehouse opens. Requires SatB
Sherlock
Purchases
Perks
Items
Drawbacks