Where a man just has a gun and his wits.

  1. The Adventures of Tintin
  2. Batman vs TMNT
  3. Sherlock
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    Batman vs TMNT

    • Origin: Gotham Syndicate
    • Age and Gender: 26, Male

    Perks

    • 00cp - That’s Doctor To You
      • You might not be some mad scientist, but you still had to do a lot of learning to get where you are now! You have not only an undergraduate degree, but also a doctorate in a mundane specialty of your choice. You could be a physician, psychologist, or even a college professor. You didn’t go eleven years of schooling just to be called nurse!
    • 100cp - Master Thief
      • A city as industrious and wealthy as Gotham is filled with juicy targets for the criminally inclined. You might not even need an experimental cloud seeder, but the people that do will pay a pretty penny for your “acquisition services.” Whether you’re a solo act like Catwoman, or a crew leader like Penguin, you have the skills to pull off a big heist, know where to fence your stolen treasures, and know who might pay the most for your efforts. Rob ‘em blind, Jumper!
    • 100cp - Ninja Vanish
      • Even among the ninja, you’re incredibly stealthy. Blend into shadows, vanish before the smoke clears, or disappear the moment someone turns their back. Silently take down an opponent without alerting their buddies. Even in bright costumes you can weave your way through foes. Oh, and you’re also pretty good with thrown weapons. Whether they’re shurikens, batarangs, smoke bombs, or even arrows, you’re an expert at hitting your mark.
    • 200cp - Heroic Potential
      • Whether the result of genetic editing or a great lineage, you have some amazing genes. Regardless of your age or body, your physical potential is in the top percentile. This perk would push even an undisciplined person into the realm of professional athletes, but focused training would let you reach the peak of human potential. Wield the strength of an olympian, the flexibility of a gymnast, and the reflexes of the Batman himself. Your genome has also bolstered your immune system, granting your resistances and recovery times at the edge of the bell curve.
      • Of course, there are plenty of fringe benefits to having such excellent genes. You cut a striking figure, whether you have Shredder’s rippling muscles, Barbara or Talia’s curves, Damian’s boyish charm, or your own personalized appearance. You have a dulcet voice, you only scar if it would improve your appearance, and your body has natural grace and beauty that doesn’t diminish with age. You won’t need a Lazarus Pit to keep these good looks!
    • 400cp - Oracle
      • At the end of the day, solving crimes takes a lot of investigating. Now, you are on par with some of Gotham’s best detectives. You can canvas a crime scene, uncover clues, and follow up on leads like few others. Cold cases have a real chance of being closed when you put your mind to it. You’re also a terrific sleuth online, on par with Oracle herself. Whether you’re hacking your way into a closed system or trawling the world wide web for useful information, you can hunt down your leads and dig up the dirt you need to crack your case.
    • 600cp - The Detective
      • When people think of what makes Batman special, some point to his vast wealth while others will think of his deep drive for justice. But the ones that truly know him understand Batman’s greatest asset; his mind. Like the caped crusader, your mind has become your strongest weapon. Your mind absorbs new information like a sponge, letting you learn new skills in a fraction of the time and retaining those details with photographic accuracy. Given time, you can craft plans for any contingency, and yet you’re still flexible enough to think on your feet when the plan goes awry. Analyze that DNA evidence or your opponent’s fighting style mid-battle with equal ease, remain open-minded to new possibilities, and back up your goals with the iron willpower necessary to see them achieved.

    Powers

    • 200cp - Qi Manipulation
      • Every living thing, whether it be the smallest mouse, the average human, or a wildly-altered mutant has a life force made of qi. This energy flows through us, moving and pooling in currents and reservoirs throughout your body. Those who study this energy can manipulate these currents in their opponents, striking pressure points to stun, immobilize, and knock out their foes. Now, you too have been thoroughly trained in the lore and application of qi.
      • You can also use this energy to enhance your body’s own abilities. The Shredder used qi to fall three stories and land as gracefully as a dancer. Further applications, like bolstering your strikes and heightening your reflexes, may be possible with intensive study. Masters of these techniques can alternatively focus their qi inward, healing grievous trauma and expelling poisons within themselves. After a decade of intensive study, those who purchase this power will unlock the capstone of these techniques; fabled Sato Oshi Strike. Beware, however. This technique consumes all of your qi reserves, and can be as deadly to the user as it is to their target.
    • 300cp - Martial Arts
      • It wouldn’t be a ninja-themed jump without some good old martial arts! For 100cp , you have the skill of the average Foot Clan soldier. You’re proficient in a martial art of your choice, and could reliably fight a group of unskilled combatants by yourself. For 200cp , you’re on the level of Robin, Batgirl, or one of the Turtles. You’ve dabbled in several styles and even mastered a few. You can sweep through several untrained fighters and fight off a few Foot Clan soldiers on your own. For 300cp, you’ve reached a level few ever attain. You’ve mastered dozens of styles and perhaps have even created your own. You could wade through entire gangs of thugs, hand all four of the Turtles their shells at once, or even match blows with masters like Batman and Shredder. With time and training, you could count yourself as one of the best martial artists in the world.

    Drawbacks

    • +1000cp - Jump Stipend
      • Points you get just for showing up.
    • +00cp - Existing Character Toggle [Thomas Elliot]
      • Maybe you don’t want to be an original character this time around. Maybe you’d rather be one of the Turtles instead of a new addition. Should you choose, you may insert as an existing character in either the TMNT or Batman continuity. This could be a character that’s already present, like Donatello or Batgirl, or it could be a recurring character not present in the movie, like Nightwing or Splinter. With this toggle, you will receive an appropriate backstory within the world, as well as proper circumstances to get you involved in the story. The only characters you can’t become are Shredder, Batman, Joker, and Ra’s al Ghul.
    • +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.
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      • +100cp - Start at the Beginning
        • 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.
      • +200cp - The Long Road
        • Let’s be frank, the events of the movie won’t occupy you for ten years. You’ll spend a little time getting settled, you’ll have your team-up, and then the Turtles and Batman will go their separate ways. Unless you take this option. Now, your decade in Gotham will be filled with your typical comic book shenanigans. Expect to see more schemes, more action, and even more villains from Batman’s extensive rogue gallery. This will all culminate in a second joint operation between the Dark Knight and the Teenage Mutant Ninja Turtles. This time you’ll head to New York to quash a jokerized-Shredder and a rebuilt Foot Clan supported by any number of villains from the DC lineup. The fate of New York and possibly the world hangs in the balance, and one way or another, you’ll be participating in one final showdown.
      • +200cp - Basically A Hostage
        • Okay, so your stay in Gotham is off to a rough start. Soon after you arrive, you’re going to be captured by an enemy faction. If you’re a member of the Batfamily or one of the Turtles, you’ll be subdued by Shredder or the League of Assassins respectively. If you’re one of the Foot Clan or a Gotham Syndicate member, you’ll start in either the Turtles’ or Batman’s custody. Whatever great and terrible powers you have at your disposal, this faction will have methods of containing you. Escaping will be a matter of planning, observation, and enduring whatever your captors have in store for you. For factions aligned with the law, that may just mean solitary confinement, but other groups may have more… transformative ideas. Should you fail to escape your starting circumstances, rest assured that you will be rescued before Batman and the Turtles investigate Arkham Asylum. See the Notes section for details.
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    Sherlock

    • Location: London, England
    • Origin: The Watson

    Purchases

    • 50cp - Origin

    Perks

    • 00cp - A Truly Legendary Patience
      • 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.
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      • +100cp - Start at the Beginning
        • 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
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    Adventures of Tintin

    • Age: 25
    • Race: English
    • Gender: Male
    • Origins: Boy Reporter

    Perks

    • 00cp - Nose for a Story
      • You always stumble onto opportunities for adventure. A plane crash nearby contains a mysterious figure, a tchotchke you buy contains a clue to a treasure. Your life will never lack for adventure if you make any effort to look for it. Can be turned off if you really want.
    • 100cp - Stout
      • Tintin is usually pretty grounded and well-researched for a comic book, but pretty much nobody ever dies unless they’re poisoned or riddled with bullets. Car crashes, plane crashes, head trauma, massive explosions. At most these things leave you unconscious. More often, you’ll be comically dazed and disheveled for a little bit.
    • 100cp - Crack Shot
      • It’s a funny thing, but when your back is to the wall, when times are desperate, the last bullet in your gun will always strike true and then some. It will somehow do far more damage than could be believed, perhaps hitting a weak point or causing a chain of failures to rout a small force. It’s not a miracle fix by any means, but you can’t fail to walk proud after downing a plane with one shot.
    • 100cp - Lightning Reflexes
      • Now how can a person charge thirty feet and punch out a gunman before he opens fire? Well, they could be you, to start. Not only are you amazingly swift and sure-footed, you are never hampered by surprise. Even when startled, you react exactly as you would have if you had sat down and planned out your actions.
    • 100cp - To Be Precise
      • And you are always precise, in your information, but also in your movements. You have phenomenal fine-motor skills.
    • 100cp - Learning
      • Pick a field of science, could be as broad as physics or chemistry, could be medicine, astronomy, metallurgy, social sciences like psychology and anthropology, or fields as specific as sigilography or game theory. You are now one of this world’s foremost experts in this field. Which ah, may mean less in things like Computer Sciences than just living in a setting taking place ninety years in the future. Can be taken multiple times.
    • 200cp - Keen Observation
      • It really is amazing how Tintin can memorize the license plate of a car speeding off into the night moments after trying to run him down, remember a person he passed in a stairwell once or find the one missing element in a ransacked room. You’re no Sherlock Holmes, but you are remarkably observant, and need glimpse something only once to remember it and be able to review it at your leisure.
    • 200cp - Moon-Curser
      • An ancient name for thieves, who work in the dark and bitterly rue the nights when the moon comes out. You’re good at getting around unseen, hiding in shadows, stowing aboard vessels, and shimmying up to the second-floor windows that are rarely locked.

    Items

    • 00cp - The Adventures of Tintin
      • The complete comics, cartoons, and film(s) of the series, along with numerous commentaries and reviews.
    • 00cp - Job
      • You have a steady job that provides enough for a young bachelor, at least, and doesn’t mind you disappearing for months at a time. You do still need to work to get paid, but your job will always be waiting for you.
    • 100cp - Flat
      • A spacious apartment, rent-free with all utilities taken care of. Be the envy of struggling college grads everywhere.
    • 200cp - Marlinspike Hall
      • A luxurious mansion and sprawling estate, making it clear to all that you are a person of wealth and class. Well, wealth anyways.
    • 400cp - Red Rackham’s Treasure
      • A massive treasure? How big you ask? Enough. Want to rent Liechetenstein for a month? You have enough money. Pay off the national debt? You have enough. Build a space program? You have enough.

    Drawbacks

    • +1000cp - Jump Stipend
      • Points for showing up.
    • +400cp - Snowy? Why is it always Snowy?
      • Alas, you cannot remember any of Herge’s comics. Metaknowledge is really unfair in what is largely a mystery series, you know. If you wish, you can be at least a casual acquaintance of Tintins so you might get involved in the adventures even if you don’t know you’re supposed to.
    • +400cp - Older Than Superman
      • Phenomenal cosmic powers aren’t really what these comics are about. Check them at the door please and take a number, you’ll get all your powers back when you leave. Academic knowledge and non-supernatural skills can stay though.