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

    Zorro

    • Time: Late 1600’s
    • Place: San Gabriel
    • Age: 32
    • Gender: Male
    • Origin: Hidalgo

    Perks

    • 100 The Nobleman’s Education
      • Well, you do need this, no need to bother pretending otherwise. You now have all the elaborate skills and manners needed to be a members of even the highest courts in Europe. While you’re focused on Spanish for obvious reasons, you speak at least half a dozen other languages, always know which spoon is for what, and never forget the right way to dree or treat people of varying social stations. *In the event that you’re in a situation you don’t know the right manners in, you find that you can learn very, very quickly. It takes you days and weeks to master new languages, and hours to perfect complicated dances is the level we’re talking here.
    • 300 Swordsman
      • Ah. Well, you didn’t think we’d leave out this, did you? Simply put, you’re right at the edge of being utterly superhuman, when it comes to your body. Your physique is exemplary, such that you could win Olympic golds in not one bust all categories with even the barest training.
      • Speaking of which, the place this shows the best is in fighting. Despite the name, you’re an absolute demon when it comes to unarmed as well as armed combat. The martial arts of the far east may be unknown to you in California (or they might not), but you would have a superb talent for them all the same.
      • You can master in days and weeks what it normally takes people years to get proficient in, particularly when it comes to any form of swordsmanship. You start out a genius with every form of blade used in Europe, along with every form of unarmed combat, mounted or otherwise. Seriously, you’re deadly.
    • 600 Art and Education
      • Are really rather vital for this profession, aren’t they? Good thing you have both, and in spades. You are a phenomenal artist, first and foremost. Be it drawing, painting, singing or writing, you have the ability to take all the passion and emotion you’re supposed to repress and pour it into the art, creating works that would be feted as wonders of humanity for centuries to come.
      • These years have many masters worth the name, but if you put in an effort you could easily be among them, a Picasso much before his day. And that’s just the art. You also have the education and knowledge that would be required to be a good priest, with a solid mastery not only of Latin but also of many Native American tongues, along with an exemplary knowledge of the sciences, history and all the rest, flawed as it might be.
      • Finally, you’re amazing at both improving yourself in these things and passing all of this along. You can teach years worth of knowledge in weeks, and learn just as quickly. You could take uneducated brats by the dozens and turn out smart young men fit for the Spanish court, all in a month.

    Items

    • 100 The Pistol
      • Whoo, nice! Well, not that nice. This is pretty much just a simple pistol of the kind you can find in this day and age in this world. It does have some advantages, specifically that no shots from it ever miss the target, and that it never needs any maintenance… or new bullets, for that matter.
        • Oh, and in future jumps is evolves according to the world, becoming whatever local equivalent to an ordinary pistol there is, be it a more advanced pistol, a blaster or even a wand. It automatically gives you the skills needed to not blow your own nose off or something, but nothing further.
    • 100 The Title and Name
      • Don Jumper, is it? Well, now it is. You have your very own aristocratic title, along with considerable estate and wealth to go along with it, in the forms of several thousand acres of land, a trade empire of some sort, or some combination of both.
      • This is yours without question if you’re a Hidalgo or an Administrator. It might be a church or Monastery land that you control if you’re a priest, or an inheritance you receive shortly after arriving if you’re a Drop-in.
      • Either way, the lands are very productive and rich, and the businesses also turn enough of a profit to leave you enviably wealthy by the vast majority of people. In future jumps too, you receive the equivalent in titles and/or wealth under one of the factions in the setting, enough to make you among the most powerful men in your chosen country.
    • 200 The Position of Authority
      • Well, you can’t do anything without it, can you? This is a legitimate, official position at the highest levels of government, second only to the Governor’s in the level of power it gives you. You could move vast amounts of money, or order about armies or change landscapes with simple orders.
      • In future jumps too, you receive a position close to the top in one faction’s government, be it in the army or the civilian side, close to the top. You could be a Cabinet Minister, or a General or an Admiral second or third in command of the whole Army or Navy, that sort of thing.

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

    • 50 Import Companion [Velma Dinkley with 600cp]
      • 00 That Spanish Beauty
        • Well, maybe not Spanish, strictly. But you are a phenomenally good-looking young man/woman, all broad shoulders and dainty features, enough to be a figure of dreams and imagination after a single look.
        • The exact details of your complexion and stuff is up to you, of course, but however you look, you look great.
      • 200 Money Manager
        • Gold. That’s what California’s all about, isn’t it? Good thing you’re a genius when it comes to managing it, then! You are what we call in scientific terms ‘absolutely genius’ with all things money. In California it means multiplying cattle numbers and crop yields, in France it might mean managing your investments, but whatever the market might consist of, you remain able to beat its pants off.
        • Everything from being a wealthy landlord to a corporate CEO or accountant, or even managing money for a nation as a King’s Treasurer or Finance Minister is in your ballpark, and you’re nothing short of stellar at it. Money multiples under your care, seemingly getting attracted like you’re a giant gold-affecting magnet or something.
      • 200 The Nobleman’s Education
        • Well, you do need this, no need to bother pretending otherwise. You now have all the elaborate skills and manners needed to be a members of even the highest courts in Europe. While you’re focused on Spanish for obvious reasons, you speak at least half a dozen other languages, always know which spoon is for what, and never forget the right way to dree or treat people of varying social stations.
        • In the event that you’re in a situation you don’t know the right manners in, you find that you can learn very, very quickly. It takes you days and weeks to master new languages, and hours to perfect complicated dances is the level we’re talking here.
      • 600 Swordsman
        • Ah. Well, you didn’t think we’d leave out this, did you? Simply put, you’re right at the edge of being utterly superhuman, when it comes to your body. Your physique is exemplary, such that you could win Olympic golds in not one bust all categories with even the barest training.
        • Speaking of which, the place this shows the best is in fighting. Despite the name, you’re an absolute demon when it comes to unarmed as well as armed combat. The martial arts of the far east may be unknown to you in California (or they might not), but you would have a superb talent for them all the same.
        • You can master in days and weeks what it normally takes people years to get proficient in, particularly when it comes to any form of swordsmanship. You start out a genius with every form of blade used in Europe, along with every form of unarmed combat, mounted or otherwise. Seriously, you’re deadly.
      • 00 Pistol
        • Whoo, nice! Well, not that nice. This is pretty much just a simple pistol of the kind you can find in this day and age in this world. It does have some advantages, specifically that no shots from it ever miss the target, and that it never needs any maintenance… or new bullets, for that matter.
        • Oh, and in future jumps is evolves according to the world, becoming whatever local equivalent to an ordinary pistol there is, be it a more advanced pistol, a blaster or even a wand. It automatically gives you the skills needed to not blow your own nose off or something, but nothing further.
      • 100 La Justicia Badge
        • Or rather, a generic badge of identity for any secret society. Well, it’s generic until you use it. This badge proves you as a member of any one of the secret societies running around here. Once used, it becomes a badge for that specific society, inapplicable on the others barring extraordinary conditions.
        • You get one more in every future jump, all operating under the same rules.
      • 200 Goldmine
        • Well… there’s not much else to say here. While not quite what you see in M ask of Zorro , this is a fair-sized mine, already being worked by a generic NPC force. It produces somewhere in the vicinity of fifty kilograms of gold every month.
        • It can either be pure gold or gold alloys or a mixture of them, up to you. It can even be the alloys that don’t exist naturally, somehow. So… yeah. Go nuts.
      • 200 The Title and Name
        • Don Jumper, is it? Well, now it is. You have your very own aristocratic title, along with considerable estate and wealth to go along with it, in the forms of several thousand acres of land, a trade empire of some sort, or some combination of both.
        • This is yours without question if you’re a Hidalgo or an Administrator. It might be a church or Monastery land that you control if you’re a priest, or an inheritance you receive shortly after arriving if you’re a Drop-in.
        • Either way, the lands are very pro
  • 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.
  • HuindilOPMA
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    5 hours ago

    Scooby Doo

    • Rontinuity: Scooby-Doo (2002)
    • Ridentity: Meddling Kid
    • Age: 23
    • Sex: Male
    • Location: Coolsville

    Purchases

    • 100 Rontinuity
    • 100 Age

    Recial Rability

    • 100 Enormous Appetite
    • 100 Run For Your Life
    • 200 Clue
    • 400 Puppy Power

    Ritems rand Rompanions

    • 100 Glasses
    • 400 Mystery Incorporated [Velma Dinkley]

    Rawbacks

    • +200 Earlier Beginning
    • +300 Scrappy