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Sly Cooper By TopHatAlthalus Jumpchain
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Welcome to a world populated by anthropomorphic animals, advanced science, and just a splash of magic. A world filled with thieves, criminals, and the long arm of the law that doesn’t quite manage to catch all of them. For your time here you’re going to need these, +1000CP But don’t go telling people where you got them, they’re hot property! You arrive when Sly is 18, a year before he and his gang go after the Fiendish Five. They’re still new at the game, but they’re making a name for themselves as excellent thieves, so much so that they’ve got an Interpol inspector assigned to them full time. The second game takes place a year or two later, and the third when Sly is 21. The fourth game? Well, assuming Le Paradox finds someone smart enough to build a time machine for him, that’ll start in your seventh or eighth year here. Pick a real world animal. You are now an anthropomorphised version of that critter. Unfortunately this is mostly cosmetic; you don’t get any of their traits although it might hurt if someone grabs your tail. Roll 1d8 to deterimine your location or pay a 50CP bribe to choose. 1. Venice, Italy. Ruled by the old families, currently dominated by the mob boss Don Octavio. The waters may be fairly clean now, but in a few years that might change... 2. Paris, France. Interpol HQ resides in the city of love, and so too does the main hideout of the infamous Cooper Gang. 3. Prague, Czech Republic. Dark and entirely gothic themed, Prague is home to an exceptionally effective correctional facility, overseen by The Contessa, an Interpol agent who maintains a private army of bats, werewolves, vultures and more in her heavily defended castle. 4. Kaine Island. A small tropical island located somewhere between Hawaii and the South Pacific Ocean, it’s main claim to fame is the impenetrable Cooper Vault hidden atop the mountain. It is now home to Dr. M., a mad baboon scientist who has made built a fortress more durable than Fort Knox, and protected by mutant guards. 5. Haitian Jungle, Haiti. A murky swamp filled with the undead and the people that raised them... And maybe something a little... bigger. The mystical member of the Fiendish Five, Mz. Ruby, is brewing up an army of ghosts somewhere in here for her plan to take over Mexico. 6. Mesa City, USA. Muggshot’s casino dominates the skyline, and his forces patrol the streets extorting the locals and keeping out any competition. Casino’s and fire hydrants are everywhere, and the building that combines the two is home to the muscled menace of the Fiendish Five. 7. Free Choice. The world’s your oyster, and you can pick any of the starting locations, or any other real-world location to begin. 8. Krack-Karov Volcano. Lair of the menacing master of the Fiendish Five, Clockwerk, a cyborg owl that has hunted the Cooper family for centuries. A massive fortress dominates the landscape, and you can expect a harsh welcome if you’re discovered.
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The Extra (Drop-IN) Free Perk: Roll Discounted Perks: + Electrical Roll + Aboriginal Ball Form
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  • Fall '13
  • ProfessorChampolllion
  • The Time Machine, The Extra, Gang, The Cop, Sly Cooper, Gang Van

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