A/N: Reminder! This fic takes place in the second jump. The first Jump was the Skyrim Jumpchain so the MC has the power from the Skyrim Jump as well.
First Jump:
Universal Supplement Drawbacks
Jumper Drawbacks
Cyclopes Psi-Ops [100, 1100: You have only one eye. Maybe you're missing an eye, maybe you're actually a mono-ocular individual, maybe it changes from jump to jump. Regardless, you have only one eye and the other one can't be replaced. While you'll probably figure out tricks to compensate for your lack of binocular vision, you'll always have a little bit of trouble with depth perception. You can only take the Single Jump version of this 5 times and cannot take it in two consecutive jumps. If this is a Chain Drawback, it is worth 100 for the first two jumps, then falls to 50 after that. Yes, even if you're currently missing an eye. Sorry about that.
Shut Up Jumper! [200, 1300: You cannot speak. You must find another way to communicate. If you gain telepathy, you cannot use it to mindspeak. You must use some other methods of communication, be that written word, sign language, charades, mind pictures, drawings, empathic signals, etc. You can only take the Single Jump version of this 5 times and cannot take it in two consecutive jumps. If this is a Chain Drawback, it is worth 200 for the first two jumps, then falls to 100 after that. Yes, even if you're already mute.
A Giant Adventure! [100, 1400: You are 60% taller, wider, and thicker than the average individual of your species. For an earth human, that means roughly 9 feet (275cm) tall for a woman and 9'4" for a male (282 cm). This means you'll be roughly 4 times as heavy as well. By grace of this Drawback, you won't suffer many of the health problems associated with gigantism (poor circulation, numbness in extremities, clumsiness, hormonal imbalance, etc.) but you'll still have to deal with moving your mass about. Even magical items that resize will probably not resize to your size from normal human size without extra effort. You can only take the Single Jump version of this 5 times and cannot take it in two consecutive jumps. If this is a Chain Drawback, it is worth 100 for the first two jumps before dropping to 50 per jump after that. Taking this makes using any size-shifting ability incredibly draining to use, at least if you're trying to get smaller. Think holding your breath while running a 100 meter dash without perks hard. External Sizeshifting effects (items, spells, etc.) that make you smaller last for a minute at most before burning out. This cannot be taken as a Single Jump Drawback into a setting where it wouldn't matter (say Generic AI, or Paperclips). In Cities of the World, taking this means your buildings are sized for giants.
Start at the Beginning [100, 1500] (SATB): 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 armour 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 100 CP 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.
Earlier Beginning [100, 1600: 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 armour 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.
Skyrim Jump
Prophecies
You may take the place of a true hero. Each comes with a goal which once completed grants you a reward. Each has its risks. You have a time limit to complete this goal rather than the usual 10 years and after you have completed your goal you may choose to finish the jump at any time before then. Failure to complete your goal in the time limit results in failure of the jump. Prophecies can override Identity descriptions and your region. Prophecies with dark boxes have a time limit of 25 years, prophecies with light boxes have a time limit of 50 years.
I know it says I could only pick one, but this is basically what the MC did on his journey with the Dragonborn, as he was a follower, not the Dragonborn.
Dawnguard: Vampires are becoming ever bolder and without you Lord Harkon and the Volkihar Clan of vampires will succeed in blocking out the sun. Whether it was because you wanted a shiny new axe or because you really hate vampires you joined the Dawnguard almost as soon as a passing Orc asked you to. You are now in Fort Dawnguard (in South-East Skyrim) and awaiting orders as a man rushes in and says something has happened to the Vigilant of Stendarr. Your goal is to stop the sun from being blocked out.25 years time limit.
Reward: A fixer upper of a castle (or other large structure), a group of talented oddballs to staff it and a pack of trained and loyal dogs (or the closest thing there is to dogs) always end up in your possession somehow.
Destroy the Dark Brotherhood: After killing somebody or other (for the common good, of course) you were kidnapped, brought to a shack in the woods and told to kill some people you didn't know by a blonde woman sitting on a bookcase. You killed her (obviously) and realised she must be working for the Dark Brotherhood. After a conversation with your local Penitus Oculatus agent you took it upon yourself to root them out once and for all. Your goal is to destroy the Dark Brotherhood.25 years time limit.
Reward: You find that any attempts to assassinate or kill you surreptitiously are much more likely to fail by random chance. Assassins become bizarrely likely to trip over chairs, accidently splutter as a fly goes in their mouths, slip on banana peels, etc.
Thalmor, No More: Not only did they start a war, destabilise a continent and cause countless deaths but they're just so damn snooty about it and it will not stand. Lots of people dislike the Thalmor but aren't willing to do anything about it. Not you though, you hate them enough to do something about it no matter how bad an idea that might be. Your goal is to make sure the Thalmor are no longer the dominant faction in any of Tamriel's provinces.50 years time limit.
Reward: When you truly hate somebody or something you find you have a blistering insight into their strengths and weaknesses. You also have no trouble at all getting people to believe you when you warn them they are in danger should they be.
Identity
Drop-In: Banging and shouting wakes you up, you are lying inside a cell. After a few minutes a man approaches scuffed up and tired but looking pleased with himself. He explains that the fort you have been imprisoned in has changed hands, says he doesn't much care how you transgressed against his deceased enemies, opens your cell and politely asks you to get out of his new fort.
Age Roll 2d8 21
1 1 21 = 23
Race
Breton: Humans of High Rock with some Elf heritage. Have very slightly pointed ears. Eccentric and naturally skilled with magic. They have a natural resistance to magic.
Region
Skyrim [Free, 1600: The northernmost, cold and mountainous province of Skyrim – home to the Nords. Relatively mild southern regions and cold, permanently frozen areas to the North. High King Torygg was recently killed by Jarl Ulfric Stormcloak in a duel and civil war between the Empire loyalists and the Stormcloaks is brewing in Skyrim.
Standing Stones
The Lover: Those under the sign of the Lover learn all skills slightly faster than they otherwise would.
Perks
Histskin [-100, 1500: Your extremities, when cut off, will eventually grow back if given time to heal. You can also speed up the process yourself and, although tiring, will your body to heal at a much greater and obviously magical rate.
Dragonskin [Free for Bretons, 1500: You absorb a small amount of magicka passively, granting you some spell resistance and a risky way of recovering magicka. You can also supercharge this occasionally and absorb all magic cast at you for a brief period of time.
Swordsman [-100, 1400: You are an exceptionally skilled swordsman, far beyond the skills of what normal training would get you. You have a talent for picking up new sword styles on the fly by fighting or training with individuals skilled in those styles.
Attribute [One Free for Drop-In: You have a little more health, stamina or magicka than you would usually. You also find that this attribute improves at a faster rate than before as you grow stronger with experience.
Attribute Increased - Stamina [First one free for Drop-In]
Attribute Increased - Health [-100, 1300]
Attribute Increased - Magicka [-100, 1200]
Soldier [-100, 1100: You have natural instincts for battle, don't mind it when things get bloody, are comfortable in armour and you're skilled enough to take out a bandit lair on your own.
Progress [-150, 950, Discounted for Identity: You seem to pick up new skills very quickly and you improve quicker than is usual through practice, seeing considerable gains from your efforts.
Dowsing [-300, 650, Discounted for Identity: You have a wonderful sense of direction and feel naturally drawn to places, people and objects of importance and interest. Finding some extremely lucrative and life changing adventure is as easy as taking a short walk around a city and being open to it.
Warmaster [-600, 050: You are a master of combat, a juggernaut through the ranks of your enemies, a warrior without peer. You are so capable that you can take an enemy fort on your own without a plan or particularly good equipment. In a battle your allies become extremely adept at using the openings you give them and your enemies' nerves do not hold up for long.
Gear
Knapsack [-50, 000, Discounted for Identity: A large knapsack with a wide range of popular ingredients local to Tamriel, a few of sweet rolls and a copy of the Gourmet's cookbook. The ingredients and sweet rolls respawn daily.
Second Jump:
Universal Drawback Supplement V1.13
Origin Drawbacks
Start at the Beginning [100, 1100] (SATB): 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 armour 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 100 CP 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.
Earlier Beginning [100, 1200: 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 armour 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.
Setting Amnesia [200, 1400: You lose all knowledge about a setting and the canonical events therein as soon as you enter into a Jump. The only thing you know is what's been given to you by your background (meaning that as a Drop-In, you wouldn't know anything about a Jump's setting). If you go to another Jump related to the first (X-Men Movies after Marvel, Harry Potter after Fantastic Beasts and Where to Find Them, etc.) you retain your previous setting knowledge, but only know about changes from your background. This includes prejudices (non-mutants in Marvel dislike mutants, pureblood wizards dislike muggle-borns, etc.). If you're using this as a Chain Drawback, it applies to every jump consistently. If you're using it as a Single Jump Drawback, it cannot be applied to Generic Jumps or Slice of Life Jumps that lack specific canon. If you take a Jump Specific Drawback that would scramble the canon events, this is worth only half as much, since you've reduced the effectiveness of foreknowledge. If there is no canonical event chain, but there is a setting to be aware of (Minecraft, Harvest Moon, Alpha Centauri…) this also halves the value. If you buy this and the jump document provides a copy of the canon, you will receive said canon at the end of the jump if you purchase it. If you have any other source of information on the canon (say a copy of the Library of Congress or the Internet), it mysteriously has no record of the Canon until after you've left. This cannot be gamed. Keeping knowledge that can be gained from reading the Jump-Document reduces the value of this by 50 CP, though this reduction is optional for each jump it applies to as long as the Jumper is aware of this Drawback's existence.
Drawbacks No Drawback Limit
All Seven Seasons [0, 1400: You may choose between book or show canon, or a mixture thereof - and since this is a fanfiction Jump, you can also mix in as much or as little fanon, AU, and headcanon as you care to. Additionally, you may extend your stay in this world as long as you wish, and even do so during the Jump if and whenever you decide you want more time - however, you cannot then retract that decision. This cannot be used to cheese a Scenario or Drawback.
Crossover Mode [0, 1400: Doesn't actually require the Crossover origin. You can combine this Jump with any other to emulate a particular fanfiction or create a new one. CP budgets remain separate.
Disfigured [100, 1500: Perhaps it's inborn, or perhaps you suffered a grievous wound - either way, while you haven't lost any ability to function, you are prominently disfigured in a way that's very difficult to hide.In a society as status-conscious as this, it will make things difficult. Burns on the left side of face.
The Broken [100, 1600:You have some kind of disability that impedes your day-to-day function. For 100, it can be worked around enough that you can still handle yourself in a fight, if not at your best - perhaps you've lost a hand or an eye, or you have a constant limp. For 200, it's worse. Maybe a fall left you paraplegic, or you're completely blind; whatever it is, in this world, you'll be relying on the assistance of others a great deal. Of course, you could always work around it with whatever strange powers you bring with you… but that can have its own troubles in a world like this. By default, this isn't particularly obvious at first glance, or at least it's about as neat as injuries ever get, but if you take Disfigured as well that will change. You can take this as many times as you dare. Lost the left eye.
Scenarios You may take on as many Scenarios as you feel you can handle, gaining 500 CP per selection. Companions taking on supporting roles instead gain 400 CP, in keeping with the 800:1000 starting CP ratio; however, should they choose to shoulder the primary role in a Scenario the Jumper hasn't taken, they gain the full 500. The Jumper must always take the primary role in any Scenario they select. As long as you make a genuine effort to tackle the challenges your Scenarios present, you will retain purchases made with this CP regardless of success or failure. However, you will remain in this world until you conclusively succeed or fail each and every Scenario you choose - though of course, you do have the option to abandon any Scenario you wish to, forfeiting everything you purchased with its CP. If you didn't specifically note which purchases you made with which Scenario's CP, you lose randomised parts of your build until you're below the threshold. If that leaves you with spare CP? Well, that's just the cost of being craven. Be ready to finish what you started, because deliberately avoiding the challenges before you or sabotaging your own chances counts as abandonment too. Scenarios will arrange themselves such that the involvement of secondary roles is required to avoid a much heavier load coming down on the primary. No slackers need apply. No individual may take contradictory scenarios, such as combining Winter Is Coming with Winter Is Here, but Jumpers and Companions may decide to compete with each other if they wish.
Azor Ahai [500, 2100: After the long summer, the cold darkness shall fall, and Azor Ahai will once more stand against it with Lightbringer in hand. Should he stand or fall, so stands or falls the world. Such is the prophecy of Azor Ahai. Such is your destiny. You must forge or otherwise acquire a flaming sword to be your Lightbringer, and stand against the Long Night. A man alone cannot hold back winter, and so you must unify the Red Faith beneath you, proving the pretenders false and your own claim true, and lead them into battle. Your success or failure is the life or death of this world, and this Scenario concludes only when the fate of Planetos is decided, at least for this cycle.
The Stallion Who Mounts The World [500, 2600: "As swift as the wind he rides, and behind him his khalasar covers the earth, men without number, with arakhs shining in their hands like blades of razor grass. Fierce as a storm this prince will be. His enemies will tremble before him, and their wives will weep tears of blood and rend their flesh in grief. The bells in his hair will sing his coming, and the milk men in the stone tents will fear his name. The prince is riding, and he shall be the stallion who mounts the world." Once, this prophecy was to be of Rhaego, son of Drogo and Daenerys. Now, it speaks of you. You must rise among the Dothraki, not merely to become a khal, but to become the greatest khal in all of history. You must unite the myriad khalasar of the Dothraki Sea under your command. What you do with them then is up to you, but keep in mind that the Dothraki are raiders and scourges such as to make the Mongols look civilised. Rising among them as a non-Dothraki will be hard; doing so as a woman will be near-impossible. Still, only you can decide whether or not you're up to the challenge. The secondary roles in this Scenario are as ko - commanders of subdivisions of the khalasar - and/or as bloodriders, sworn as 'blood of my blood' to the khal, part sibling (traditionally brother) and part bodyguard. One Companion may also take on the role of khaleesi, the khal's wife. These also need not be of Dothraki birth, but will face similar difficulties in such cases. Success is simply in protecting the Stallion and solidifying his lasting control over the khalasar.
Three Heads [500, 3100: It was said that the dragon must have three heads. That prophecy has had a number of interpretations, but ultimately, it comes down to you. Even if you didn't buy the Dragonborn magic, you are of Targaryen (or perhaps otherwise Valyrian) blood and will have the ability to tame and ride a dragon, optionally sharing in their characteristic appearance. Whether you cement three aspects to your legend, find a pair of fellow Valyrian descendents, or fulfil the prophecy some other way, it must ultimately be fulfilled if you are to be successful in this Scenario, and becoming a dragonrider is an integral part of doing so. Prophecy does not occur on matters of little import, and so the completion of this Scenario, rather than being merely for its own sake, will prove a necessary component of some other important goal, design, or Scenario you seek to meet. Secondary roles in this Scenario may be of any walk of life, so long as they are united in supporting their dragonrider. Up to two Companions may take on co-primary roles if the Three Heads are three dragonriders.
Glory Days [500, 3600: Many nations of modern Planetos are pale reflections of past glory - or at the very least, that's the kind of rhetoric you'll need to use. Your challenge in this Scenario is to restore a since-crumbled ancient legend of your choice, perhaps Old Ghis or the Valyrian Freehold, to a level that none but fools, madmen, and the wilfully blind would deny is no mere imitation but a true revival. Whether you wish to uplift an existing nation, make good ancient ruins, or found a new state entirely is up to you. The primary role in this scenario is as the primary driving force of this restoration, but there are no other limits or requirements; you may achieve this end however you see fit. The secondary roles are likewise free to have their head so long as they do their part.
Winter is Coming [500, 4100: No matter whether or not you've arrived during the canon timeline, or how hard you try to avert it, you'll face the Long Night before your Jump is through. Mere survival will not be enough - you'll have to take the fight to the foe, and ensure their permanent and final defeat. There are no primary and secondary roles in this Scenario. All are equal before the threat of annihilation.
Return of Light [500, 4600: Stygai and the Shadow Lands are fell, dangerous places. The task of all who select this Scenario is no more and no less than to make them fit for civilised habitation. You aren't expected to scour every mountain and every vale for lingering hints of corruption; as long as a nation established here could reasonably expect to indefinitely hold off what remains and still prosper, that will count. Stygai itself, however, must be wholly cleansed and either rebuilt or razed to rubble and dust. There are no primary or secondary roles in this Scenario.
The Blessed [500, 5100: Deus Vult! This task is simple, but no less difficult for that simplicity. You must spread the worship of your faith of choice - by default the Faith of the Seven, but this Scenario welcomes anything from the Old Gods to R'hllor to even deities from other Jumps - to all corners of the known world, making it the primary religion of the people and the acknowledged state religion of all non-secular states. The continued existence of other faiths is acceptable, but they must all be secondary to your chosen faith, and the faith of the majority must be genuine and lasting. The primary role in this Scenario is as the prophet or otherwise chosen of your deity, while the secondaries are as fellow adherents and missionaries. These roles don't inherently carry tangible benefit, but it's worth noting that for those with the magic to call on the gods, having done such great deeds in their name might well predispose them to your benefit.
The Builder [500, 5600: Scientia Vult! Human nature will make this task far harder than spreading mere religion: you must spread knowledge. Eliminate or wipe out raiders like the Dothraki and Jogos Nhai as peoples capable of holding territory - or somehow uplift them if you really want a challenge - break the hold of the Maesters on Westeros, raise schools and universities across the known world, and drag Planetos kicking and screaming into an age of enlightenment and civilisation. Your victory condition is to effect a cultural change sufficient that the celebration and pursuit of knowledge for all will continue under its own inertia in your absence. There are no primary and secondary roles in this Scenario. Science is a collaborative process.
The Conqueror [500, 6100: You must establish or take over a kingdom of your own within the bounds of the known world. Since all the land around here is owned, even the barren wastelands being claimed under the name of some dominion or other, you'll have to take it, one way or another. The primary role in this Scenario is as the founding ruler of your new nation or dynasty; the secondaries as overt or covert support. Victory requires that after founding this kingdom, you stabilise it well enough that it no longer requires your presence to prevent civil war or invasion. In combination with Glory Days, you must build a state that can genuinely lay claim to having inherited the legacy of your chosen ancient nation. Should you belong to a ruling lineage, the demesne you are heir to doesn't count towards this Scenario; you must instead add new territory to your nation sufficient to be noteworthy on whatever scale your nation operates - an Archon of Tyrosh might seek to solidify his City's claim on some significant portion of the Disputed Lands, but the King of Westeros would need to conquer, if not an Eighth Kingdom, then at least a second Crownlands.
Time
294 AC
Place
Volantis
Age
12 Years Old
Gender
Male
Species
Human
Origins
Crossover
Perks - General
The Lands - You may select one of these Perks for free, to represent your realm of native origin or arrival, or simply the local philosophy you best resonate with. Perks from the same continent are discounted to you.
The Reach - Flower of Chivalry [Free, 6100: Often dismissed as mere summer knights, the proud sons of the Reach know that they can hold their heads up high, for they aspire to a greater ideal. Knighthood in Westeros is often a grim and bloody affair, far too honourless for the oaths that purport to bind them - but that only makes the dream more beautiful. Around you, people can believe in that dream. Your presence, when you're not seeking to go unnoticed, inspires people not just to hope for better days, but to work towards them. To hold firm to their oaths and their principles, so long as they be righteous, even in the face of hardship that might be eased by discarding them - or to have the courage to break those oaths, if they bind to the will of a crueller sort. When they do, when they temper their wills and forge on, they will find it worth the price. The road may be long and hard, but the path to a better world is always open to you and your fellows, no matter how sublime the machinations that surround you, how tempestuous the tides of fortune, or how bitterly the cosmos seeks to grind down any trace of a brighter future. Your foes can throw obstacles in your way, but they can never close it off entirely.
King's Landing - Spymaster [-100, 6000, Discount due to having one from the same continent: What songs your little birds sing to you! Your ability to manage a spy network is worthy of the Spider himself, and every legend of his prowess. You are well-versed in every skill you could ever find necessary to remain the most informed person on the continent - recruiting and suborning agents, judging their loyalties, collecting, collating, and processing information, sifting truth from rumour or obfuscating it yet further. Given a copper penny and sent on your way, you could build a continent-spanning operation in a matter of a few years. By the end of the decade, why, you might hear songs from as far afield as Yi Ti, or even further! And though it can be tough to make the abominations in Stygai talk, when it comes to you, who knows…
Free Cities - Merchant Prince [-200, 5800: From a couple of halfpennies to a couple of thousand gold dragons, it takes work, skill, wit, learning, and good luck to make a fortune. Luckily for you, when it comes to matters of finance and economics, you've got all of that. You could create the Westerosi equivalent of Venice from a small trading town in a decade, and rival Braavos in another.
Slaver's Bay - Instructor [-100, 5700, Discount due to having one from the same continent: Few places indeed have the art of instruction honed so well as Slaver's Bay, but even amongst their number your talent is unparalleled - if someone has the potential to learn something, you can teach it to them far faster and far better than any other, and they'll retain it far past where those taught by another would grow rusty. You needn't use this for the kind of purpose the locals would put it to, either; there's no skill you can't teach, save the ones you don't know. And of course, a good teacher must know their subject - you learn just as fast as you can teach, and retain it even better still.Mage [-400, 5300: There is power in this land, far more than one would think at first glance. But to grasp it is invariably dangerous - except for you. This perk ensures you have great potential in all of the magical styles that exist in this world, from the Cold Magic of the Others to the Shadowcraft and Flame magics of the Far East. Within you, there is a replenishing well of power that you can draw from to fuel your magic in place of blood and lives. It is only enough for simple tricks, at first, at least with this alone, but it will grow with time and practice. Whatever magic you seek to learn, here or elsewhere, you will always have at least the potential, and this reservoir can be turned to any working with equal ease, be it great or small. Moreover, should you wish to employ magics with certain inherent downsides such as Necromancy, or limitations such as requiring foci or incantations, or being impossible to cast in armour, sufficient skill and knowledge may eliminate these flaws at a commensurate cost in power - and even that will shrink as your mastery grows. In addition, this perk ensures that all such paths to power are always open to you, in every world you go. Wherever there is a style of magic, or other supernatural skills to be learnt, you start with a decent level of talent in it, and can proceed without compromising any of your other skills in any way, even if certain kinds of power would normally be mutually exclusive. Finally, you may choose to become a true exemplar in one or more styles by purchasing them hereafter, though this Perk is not required in order to do so. Should you do so, your well of power will grow as it would have over the years of training and effort required to hone those skills.
Magical Training - Although all options under this heading are presented as knowledge and skills, you may, if you wish, defer them into a great boost into the natural talent and instinct for the field each purchase already provides, lasting for the duration of your time here. This allows you to start with only the very basics and build your skills up manually; as long as you put the work in, you're guaranteed to reach at least the level given in the description for each branch of magic by the end of your decade here.
Gift of the Children [-200, 5100: You have the magic of the North now, the ancient arts of the Children of the Forest, and after them the First Men. One man in a thousand is born a Skinchanger, and one Skinchanger in a thousand is born a Greenseer, the latest of which is you. You have the power to see things in ways mortals can't even imagine, seeing the truth of the world beyond time and falsehood. You can peer across vast distances, and even backwards into time. You can see the 'magic' of the world, spells being as obvious to you as a red nose on a man, though subtler magic is often cloaked into metaphor and stories. You can possess animals or control them, seeing with their own eyes, communicating with them or others of their kind. You could even move your minds into them entirely, abandoning your previous body, all without needing to give up your abilities. All that lies in the power of a 'normal' greenseer like Bran or Bloodraven, you can do also. The Mage perk inflames and enhances these powers until you stand amongst the greatest wielders of such powers there have ever been. You can control the land around you, make it grow foreboding or foul, or make it bloom for miles around you like Garth Greenhand himself. And just like him, you could do other things, like heal injuries, grant unmatched fertility to people, and even more wondrous things attributed to the founder of the Reach. With time, the right focus and effort, you can even wreak devastating changes that reshape continents, like breaking the Arm of Dorne or sinking the Neck into a Marsh.
Magical Training - Garin's Gift [-200, 4900: The blood of the Rhoynar flows strong in you, and you have awakened to the gift of the old Water Mages of their ancient kingdom, long destroyed after centuries of conflicts with Valyria. Just like any great Rhoynish maegi, you can call upon the water to drown your enemies on dry land, bring life to barren desert, heal wounds, cure or inflict curses and disease, and perhaps other, more mysterious powers. Should your mastery grow great enough, you may even unleash such a plague as the incurable Greyscale - which, as it happens, you are quite immune to, being a favoured child of Mother Rhoyne. If you also happen to be a Mage, this makes you every bit the master of these arts as Garin the Great ever was. You can commune with Mother Rhoyne herself at will, but even without doing so you far outstrip any ordinary master of water in every aspect. The powers of curse and ruin available to you, especially, are something to behold - a manifestation of Mother Rhoyne's wrath and sorrow for her people.
Magical Training - Alchemy [-200, 4700: Though principally concerning themselves, in the modern day, with Wildfire, the Alchemists of old were attributed many powers of transmutation. You have a thorough grounding in the hallowed secrets of this art, though it may yet be some years until Planetos' ambient magic levels recover enough for them to truly be of use to you if you lack other sources of power. Regardless, you are more than qualified to title yourself a Wisdom, and may hold that accreditation in truth should you wish.
Magical Training - Dragonborn [-300, 4400: Not the shouting kind. You are now a scion of Valyria, Jumper! Hauntingly beautiful, with violet eyes and silver hair - unless you should wish otherwise - you have the blood of the greatest nation this world has ever seen, and with it comes the power of the Dragonlords of old, who made the whole world kneel. You have the power to control Dragons, to breed them, and communicate with them on a deeper level than anyone other than you can understand. You are a highly trained, experienced mage in all the Valyrian arts, able to wield all the magic you hear about the Dragonlords being master of. Taken with the Mage perk, this makes you one of the greatest, most powerful Dragonlords ever, and a beyond-genius master in all other Valyrian arts besides. You have mastered the art of Fleshcraft, able to shape flesh and bone as easily as potter shapes mud, crafting monsters or abominations like those found in Gogossos or Mantarys with contemptuous ease. You can forge Valyrian Steel and shape stone with naught but your will, crafting mighty Dragon Roads or great fortresses like Dragonstone. These, and all other Valyrian magics are yours now, and with such power and mastery that even the Dragonlords of old would have held you in respect.
Making the Eight [-200, 4200: Is a rather popular claim among the less… 'proper' lordlings of this world. And you're one who might have a very real chance, even without bringing in the matter of your social status or wealth. You have a charm, an absolutely captivating charisma, that makes anyone you're interested in putty in your hands. You know when to smile, when to laugh, what stories to tell to amuse and entice them… and how to satisfy, tire, or utterly break them in bed. Even when it comes to multiple partners at the same time, you have a gift for managing them and making them get along, not to mention, at times, having them develop similar attractions among themselves… regardless of how little sense it makes.
Age is Just A Number [-200, 4000: Even if you're 10, you can still be a badass swordsman taking down enemies, or a lord taken seriously in his own right. Do people around here seem to age quicker than normal, or is it just you? Either way, if you're acting like an adult, you'll quickly grow the body and musculature of one.
Anti-Plot Armour [-300, 3700: While the 'good' side not getting their problems solved miraculously is one thing, there's only so much people will swallow about perceived claims of objectivity when one side gets all the diplomatic victories on top of an unlimited pile of gold. You find that whenever you're in play, your enemies have all manners of luck against them. This won't win you a war by itself, but any fortunate coincidences or random turns of happenstance they could have hoped for just don't happen anymore. Intricate plans that rely on countless moving parts will crumble when those parts are disturbed if not corrected, Littlefinger's Teleporter has gone missing, and the shrewd politics bred by the Game of Thrones will show true… when it's to your benefit.
Nobility Tier 3 [-300, 3400: An unfortunate necessity if you want to change things around in this world. With this perk, you're born not as someone random, but rather an assured member of the classes that matter. For a final total of 300 CP, your birth is as high as can be, a Targaryen or if inserting after the Rebellion, a Baratheon. This isn't limited to Westerosi families by any measure, you can be a noble in whatever part of the world you wish to be at the appropriate tier. You could be a minor Trader-Lord in the free cities for 100 CP, while 300 would let you be one of the Pureborn in Qarth or part of one of the lines of the Old Blood in Volantis. You may or may not be the head of your lineage, depending on your Origin and your personal preference. A higher position inevitably brings with it greater responsibilities to match its greater privileges.
Perks - Self-Insert
Memory of Ages [-100, 3300: Normally people forget things over time. Without prompting or need to remember a thing, we humans tend to forget what we've done, read, or been taught. Not you though, you'll pass through death, rebirth, and all the years of childhood only to perfectly remember anything you need to know that you can ever claim to have known.Not Today [-200, 3100: Westeros is a harsh, brutal place that tests everyone to their limits and leaves most of them broken and dead. But not you. Your will to survive is a thing that even the Stranger hesitates to confront. No matter how you are beaten, broken, or battered, you simply will not stop unless the very last breath of life leaves your body. You have unbreakable willpower and determination and can cling to life via sheer stubbornness and rage, to the point where failing to deliberately confirm their kill might be the last mistake your enemies ever make.
Builder of Canals [-600, 2500: It's easy to say that one will drag the continent out of the mediaeval ages kicking and screaming, but rather more difficult to actually do so. Well, except for you. The actual effect of this is rather hard to pinpoint, but somehow any and all large scale projects you undertake seem to proceed at blinding, almost mind-numbing speeds, requiring barely a fraction of the resources they would normally cost. This works for societal reforms, such as spreading education, building and bureaucracy, or even more negatively inclined aims like destroying a faith or culture. Or it can be when you build giant castles, bridges, canals or whatnot, or, again, tear them down. In either case, the effects are obvious and often ridiculous.
Perks - Crossover
Man of Culture [Free due to Origin, 2500: Language and culture: two things that never seem to conflict in someone are thrust from one location to another. You will manage to discover and internalise the positive aspects of a foreign culture and language, while subtly deemphasizing the negatives in those around you. No longer will you be unable to understand your new friends in word and deed, and nor will they misunderstand you.
Import Licence [-200, 2300, Discount for Origin: As much fun as it can be to just come in from a different world and see what Westeros is like, it can be rather hazardous unless one brings along their… advantages, for lack of a better world. Not something that's always possible, except for you. You find that you can use any and all powers, abilities, possessions or other advantages you have, CP-bought or not, without any loss of ability or efficiency in any and all worlds entirely irrespective of what the local metaphysics look like. Be it areas where some will or magic is shutting down powers or the entire reality lacking the underpinnings on which said powers function, it doesn't matter in the least, since you can use any and all of your powers with casual ease regardless. In addition to this, this perk also provides a similar protection to any items or assets you acquire, granting them the same warehouse protections shared by any CP-bought items.
Out of Context Powers [-300, 2000, Discount for Origin: You have powers this world has rarely, if ever, seen before, magical, mysterious abilities that set you far apart from the ordinary denizens of this planet. Maybe you're Garth Greenhand reborn, or perhaps you're the Dovahkiin or the Dragon Reborn. To put it simply, you gain a stipend of 600 CP to spend solely in the Powers section.
Perks - Canon Character
Knocking Over the Ladder [-200, 1800: This world is so full of schemers and conspiracies that sometimes it feels like you've already lost before you even started playing. Or you would have lost, if not for this. You have a preternatural, logic-defying sense for when you're getting caught up in someone else's scheme and an instinctive talent for breaking through them even when you don't know what or how. Your actions have a ripple effect that just seems to crash right through all the delicate little webs everyone else is trying to weave and send them tumbling to the ground. Now, you don't always do this predictably but the more you know about what scheme you're defying and the more intelligently you plan your own responses, the less collateral damage occurs in the process. Or you can just crash around like a blind wrecking ball and accept a certain measure of sloppiness, that works too. This effect can be toggled if you're trying to be subtle or just don't want to be bothered. It also has selective targeting so you don't friendly-fire an ally's schemes without intending to.
Items One 100CP Item is free, and one from each further price tier is discounted. Wherever relevant, you may import existing items at no additional cost. You may not discount Items under the Special heading.
Transportation [One 100 is free, 1800: Perhaps the sailing-ship with which you crossed the Sunset Sea or dared the waters of the far east. Perhaps a shuttle you took down from the mothership in orbit. Perhaps an automobile of some kind, faster than a horse and with tireless endurance. Whatever aesthetic you choose, it will always be highly competitive with the best methods of travel available to you, takes upgrades perfectly with best possible results, and retains beneficial changes while shedding negative ones and repairing breakages whenever you have the downtime to leave it unattended for a little while. If you have a rideable Animal Companion, you may imbue it with this Item to provide it with the benefits.
Legendary Weapon [-100, 1700, Discount for one of each tier: When it comes to weapons, some are just a cut above. This purchase provides you with a local-technology (i.e. mediaeval) weapon of your choice made of Valyrian Steel or Starmetal - or, if you'd prefer a bow, dragonbone or the Summer Islands' legendary Golden Heart wood. No matter how powerful you may become, this weapon will flawlessly keep up with you, cannot be damaged or broken, accepts any upgrades you apply with the best possible results (which count as part of its base form for the scaling effect), and can be imported into any appropriate weapon option you find in future. If you purchase a bow, you may repurchase this option at a discount to acquire Valyrian- or Starmetal-tipped ammunition. This manifests as a replenishing quiver whose arrows will not break before they strike and whose shafts and arrowheads will then contrive to break, get lost, disappear the instant nobody's watching them, and otherwise refuse to be used by your foes, unless it's to your advantage. The quiver as a whole is unbreakable, and both it and the ammunition it produces will morph to fit any weapon you import their bow into, and share their bow's scaling effect and ability to accept upgrades.Chosen Legendary Weapon is Valyrian Greatsword.
Resources [-200, 1500, Discount for one of each tier: Territory under your control, while not on the surface seeming any more abundant, simply never runs out of bounty to provide. Crops and other beneficial plants always get the right nutrition, sun, and water to thrive, you'll never lack something to hunt, there's always more trees tucked away in a dell somewhere, played-out mines are never quite played-out, and smallfolk struggling to make ends meet will scrounge up a few coppers from between their floorboards or under the furniture (as will anyone you're, say, running a protection racket on). Rather than get into all the grisly details of just how this world is, all you need to do is to stop paying attention for a while, take a brief break, and you find that previously harvested resources tend to come back as if you never touched them. Events and random chance will arrange themselves to deflect attention from this effect as much as possible without anything detectably supernatural happening.
The Complete Encyclopedia [-300, 1200, Discount for one of each tier: You have two options for this purchase. Second, there's the Uplift Edition, a thorough compilation of modern technology, sociology, economics, and geopolitics, and every intermediate step to get there. Both books are deceptively slim; there are far, far more pages in them than they outwardly display. They'll directly open to anything you ask for, as specific as "the best-concealed secret entrance into King's Landing" or as general as "what I really need to know before I start planning my next moves." They arrange and phrase themselves in the best possible configuration for you to learn from them, and update with new information from each new world you visit. If you enter a setting more advanced than your own, the Uplift Edition will teach you how to uplift yourself instead; if you're of a level equivalent to the setting's, it'll prod you in the direction of advancements you could make, though it won't handhold you through them. To anyone without your permission to be using them, these books are completely uninteresting and forgettable. If you want to strike a middle ground, you can have them pretend to be much more specific books with a fixed number of pages, on any topic or spread of topics you like, as long as it's information they actually have. You can even have them create copies of these specific books, if you wish to hand them out or build up a library.
Special
Animal Companion [Free due to Gift of the Children, 1200: A trusty friend to support you on your journey. You may freely import any appropriate pet. For 100 CP, you can have any non- or small predator from this world such as a reliable destrier, a noble hawk, a clever fox, or a loyal dog. In all cases, your animal companion shares a bond with you that allows each of you to know the other's location and status, and to share simple communication. Its intelligence will be greater than a normal member of its kind, somewhere between a dog and a raven unless already more than that, and its loyalty to you will be unwavering. If slain, maimed, or crippled, it will be inconspicuously restored to you in your next period of downtime, though explanations for anyone who saw it will be up to you. If merely injured, it will heal rapidly and as perfectly as possible. Its intelligence may grow further with time, if you cultivate and encourage it. No matter its nature, it will never suffer the ravages of time, though if it's the sort to grow stronger with age, it will still do so. Animal Companion is a black and purple Shire Warhorse. Those with Gift of the Children may take a 100 CP companion for free, and discount all further companions. Warging with your companions is comfortable and easy, and you never risk losing yourself in their minds.
Glass Candle [-200, 1000: A twisted spiral of obsidian; when lit, colour in their vicinity seems to grow almost painfully intense, white like fresh snow, red like flame, yellow like gold, and shadows like dark holes in the world. They can be used as powerful foci for scrying, to communicate with other candle users, even to implant dreams and visions if you've the knowing. A sufficiently skilled magic-user, let alone a full-fledged Mage, could doubtless find a variety of other uses…
Powers Have a 600 Points stipend thanks to 'Out of Context Powers' perk
Númenórean [-600, 000, 1000: You are descended, perhaps distantly, perhaps less so, from the very greatest kindred of Men. If you wish to share in their mien, you may find yourself pale of skin, dark of hair, grey of eye, and possessed of a striking, regal countenance - or maybe you only want some of those characteristics? For 600 CP, however, your blood has all the richness of Númenor's royal line, like Ar-Pharazon himself; a span of five centuries is allotted you, seven feet or more in height as a human, strength and speed and vitality even beyond the bounds of your frame, an expansive and incisive intellect, and a charisma that transcends mere force of presence. You are a ruler born: command comes naturally to you, strategy, tactics, economics, logistics, and statecraft unfold in your mind at the least of prompting. Your ability to orate is something out of legend, and the loyalty you inspire is such that your men would follow you into Mordor or the Seven Hells without question.
Forward Unto Dawn [-400, 600: Spartans Never Die, and now neither do you. You're a combat veteran of single battles that make entire local wars look pathetic, a supersoldier trained to the most rigorous possible standards: a SPARTAN-II. You even have the extra perk of all your augmentations being naturally integrated into your body, so you needn't worry about any complications, quirks, or downsides. Unfortunately you don't come with an entire UNSC battleship, but you do have a single complete weapon loadout of your choice and a suit of MJOLNIR armour, which will automatically replace or repair themselves once you've got the downtime to leave them unattended. The time requirement will scale with the level of damage, up to a full rest shift for replacement weapons or twenty-four hours for a replacement MJOLNIR - in those cases, you can be doing other things while you wait for the timer to tick down, but you'll need to stop and pick them up somewhere. They also share the ability to perfectly accept any upgrades you feel like giving them with best possible results.
Dovahkiin [-600, 000: The shouty kind. You have the soul of a dragon, and it shows - you are faster, stronger, tougher, and more magically powerful than a normal person, and only get more so the more you train and fight. You can be effortlessly, chillingly terrifying, even without speaking, simply by projecting a dragon's aura as an apex predator above all others. You are naturally gifted in the Thu'um, the Voice, which allows you to create powerful magical effects simply by speaking. Slaying dragons, including local ones, allows you if you wish to consume their souls and instantly unlock a new word of the Thu'um. Until post-Spark, attempting to achieve CHIM will result in failure, and also your Benefactor nailing you with a fiat-powered brick if they're that way inclined. On the upside, you aren't any more vulnerable to anti-dragon effects than a normal member of your species.
