User blog:THEJJRAT/Arkham City Jumpchain

For what a jumpchain is: https://www.reddit.com/r/JumpChain/

Congratulations, jumper. You just landed in the biggest (and probably most dangerous) prison in Gotham City. You're in Arkham City, a mega prison filled with the most brutal thugs Gotham has to offer. You must survive a year in this hellhole, until "Protocol Ten" is activated by Hugo Strange. If you survive this harsh prison AND the event, you'll win.

Your budget: 1000+ CP

Backgrounds
'''All of these are free, unless noted otherwise. You can choose your gender for free, because I'm feeling extra generous today. '''
 * Drop-in: You wake up on a bench somewhere in Arkham City. No new memories to cloud your mind, but no memories to tell you how this place works.
 * Political prisoner: You're somebody locked up by Strange, or you got in here yourself. You have a few options:
 * You helped build Arkham City and thus know the ins and outs of the prison.
 * You snooped around a bit too much and found something you shouldn't have.
 * You were against the idea of the prison, and TYGER captured you to censor your views.
 * You got in here yourself, possibly to uncover information about the prison. Or because you have a death wish.
 * Inmate: You're a prisoner here at Arkham. You may have been from the Asylum, Blackgate, Iron Heights.... Whatever you did to deserve being thrown in here, you're probably slightly mentally ill and violent. You're apart of the main population of the prison.
 * Batman: You're the goddamn Batman. (300 CP)

Items

 * TITAN: You got yourself a vial of the TITAN formula. I wouldn't recommend taking it unless you want cancer, but it'll probably sell some nice cash if you show it to somebody like the Penguin. (20 CP)
 * TITAN formula: A tiny slip that details the recipe of TITAN. If you're educated in the subject, and you somehow find enough supplies to scrounge up, you can probably mass produce this stuff and become Bateisenberg or something. (20 CP)
 * Batgear: Looks like the caped crusader dropped some things. You get a pile of various gadgets, including: (100) (Free if Batman)
 * Batarangs
 * Batclaws
 * Oohhh, bat snacks?
 * Explosive gel
 * Sonic batarangs
 * Freeze blasts
 * Joker armor: You get a set of armor made from scrap metal from the Steel Mill, used by the Joker's gang. It isn't very strong, but it'll do. (20) (Discount if Inmate)
 * Penguin armor: Military-grade armor that Oswald Cobblepot got through... questionable means. Includes a red helmet, red chestplate with Penguin's insignia, knee pads, and elbow pads. An upgrade from the Joker's armor, as it's sturdier, thicker, knife-proof, and somewhat bulletproof. (40) (Discount if Inmate)
 * Pipe: A steel pipe. (3 CP) (Discount if Inmate)
 * TYGER baton: A long, black baton used by TYGER. Probably better than a pipe. (5 CP)
 * Stun Baton: A black, pen-like stick that gives off an electrical charge. It can stun, or electrocute, enemies. (9 CP)
 * Survival kit: A white case containing cans of Arkham City-branned food rations, various medical items, ammunition, and an Arkham City employed handbook. It's intended for doctors and guards. (40 CP)
 * Batsuit: Looks like the dark knight went skinny dipping. You get Batman's batsuit, which is probably the most powerful armor you'll ever get in this joint. It's semi-bulletproof, knife-proof, and can defend against most attacks the average thug offers, and you can turn on "detective mode". You can connect communications with your Warehouse. (200 CP) (free if Batman)
 * Riddler map: A green map containing the locations of various "Riddler trophies". (100 CP)
 * Freeze suit: Penguin was selling a walking icebox. It's the suit Mr. Freeze wears. Good luck finding a use for it, though, since I'm sure you can survive above subzero temperatures. (100 CP)

Companions
'''You can import three past companions for free! '''
 * TYGER Guard: You get your very own TYGER guard. He's a trained merc, educated in military tactics and jargon. He's mainly trained in firearm use, and he's brainwashed, so he'll always be loyal to you. (Free)
 * Joker thug: A member of Joker's gang. A hardened veteran of Joker's gang, a member since he converted Black Mask's mobsters, he eventually went insane somewhere down the line. He's decked in face paint and armor, with a baseball bat and shotgun, and he's incredibly loyal to the clown prince of Bel-Air. (20 CP)
 * Mechanical guardian: A reprogrammed guardian of Wonder City, programmed to protect you and you only. He's a really heavy chunk of metal, so he'll probably instantly knock out most thugs from his fists sheer weight. (30 CP)
 * Catwoman: Lucky you, Gotham's hottest and most wanted thief seems to like you. She's quite the fighter, she's killed in hand-to-hand combat and she can be stealthy. She can also use her looks to get what she wants, including a peak into a TYGR vault... She's nice if you want some protection, a partner in crime, or somebody to keep you company. Be careful, though, because some people in this place haven't seen a woman in years. (100 CP) (Discount for Batman)

Notable Locations

 * Church: A church in Arkham City, inhabited by a squad of armed guards and medical doctors. It's a safe haven for anybody who won't shoot them.
 * Political prisoner village: A small village inhabited by political prisoners, located near the church. They have a hefty supply of rations, but they aren't inclined on sharing unless they trust you.
 * Steel Mill: Joker's "funhouse", which is an old steel mill owned by Roman Sionis. It's Joker territory, so unless you're planning to join, I wouldn't go there without proper protection.
 * GCPD building: The old police station is Gotham. Seems to be a frozen wonderland, so that's nice.
 * Museum: An old natural history museum, now owned by Oswald Cobblepot. Here, you'll find goods that you'll find nowhere else in the city. For a thick pricetag, of course.

TYGER Heist
There's a vault full of confiscated goods from prisoners, including gold and whatever the hell Joker was carrying when he got here. Good luck getting there, because it's under Arkham City and heavily guarded by TYGER operatives. I reckon a certain jewel thief would be able to help, though.

Ending
So you've survived Arkham City and Protocol Ten. What do you want to do now?
 * Go back home: You've seen your fair share of killing, cannibalism, gang wars, and supervillains, and you want to go home with all your companions, loot, etc. You end the jump and wake up back at home.
 * Stay here: Uh... Alright? I mean, it'll only last a while until it's closed, and then you'll just get relocated back to your old prison. Assuming you aren't Batman. Well, have fun, maybe you'll get to see Gotham one day. You keep all your stuff, of course.
 * Continue on: You aren't done yet, a mere super prison isn't going to halt your progress. You keep all your skills, loot, companions, etc, and continue on to the next world.

Change log

 * 1.0: Created.
 * 2.0: Added locations, survival kit
 * 3.0: bunch o' crappo