1. Small Council
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    ASOIAF - Small Council

    • Location: Tarth
    • Time: 260 AC
    • Origin: Master of Ships
    • Age: 24
    • Gender: Male
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      Perks

      • 00 The Winds of Winter
        • Your body possesses an incredible resilience, enabling you to thrive even in the harshest conditions. Native diseases hold little threat, and you endure brutal winters or food shortages with ease, maintaining strength and clarity where others falter. Sickness rarely takes hold, and starvation becomes a distant worry, as you instinctively ration energy and resources within yourself.
      • 00 That Smell…
        • You are always impeccably clean and can choose exactly how you’d like to smell, no matter what you’ve been through. From your perspective, everything and everyone around you also smells perfectly pleasant, even if you’re wading through filth or haven’t seen a bath in weeks.
      • 00 All the Fourteen Seas
        • You are a master sailor, with an innate, almost supernatural connection to the sea. You possess an uncanny sense of direction and are able to read the waters and skies with near-perfect accuracy, allowing you to plan the fastest, safest passages, even in unknown or hostile waters.
        • At the helm, your instincts guide you to avoid storms, harness favorable winds, and find safe harbors with near-magical insight, making your fleet virtually uncatchable. With natural sea legs and the ability to read the ocean’s every whim, you remain steady on any vessel, even in the roughest conditions.
      • 100 Unity
        • You possess an exceptional ability to transform a disparate crew into a unified force. Even the greenest recruits swiftly adapt and bond with seasoned veterans, supporting one another and working with near-flawless cohesion. Groups that work together under you form an almost familial loyalty, they would fight and die for one another. With enough time, you can transform even a ragtag group into a disciplined and loyal force that rivals any navy.
      • 100 The Captain is Speaking
        • On or beyond the open seas, your charisma makes you a born leader in any sphere, from organizing a crew to commanding a battalion or spy network. Under your influence, followers become so committed that insubordination or mutiny becomes inconceivable. You inspire such loyalty that you could convince those under you to sail the Dothraki Sea… somehow.
      • 100 Tongues of Many Lands
        • You have a masterful and supernatural grasp on linguistics, able to learn, understand, and fluently speak any language or dialect you come across within days of encountering it. This perk also grants you a mild cultural understanding of the many places you go.
      • 100 Steel and Sinew
        • You possess the hardened physique of a lifelong warrior. Your reflexes are sharp, your stamina endless, and your pain tolerance inhuman. You can march for days in full plate, fight through grievous wounds, and recover from injuries twice as fast as normal. While not superhuman, you are the pinnacle of mortal physicality.
      • 100 Of High Standing
        • With this perk you are born into nobility or hold significant power over land, resources, and people. Feudal duties and expectations come with the territory, but the prestige and influence you wield are undeniable. You can have this apply to anywhere in Planetos, ranging from beyond the Wall to the far east in Essos.
        • For 100 CP you are a regional Lord, with authority that can be comparable to the Baelishes spanning up to families like the Hightowers. Alternatively, you could be a ruling Magister of Pentos or a Keyholder of the Iron Bank.
      • 100 No Happy Accidents
        • You hold full control over your own fertility, deciding precisely if and when you wish to conceive, without fear of accidental pregnancy. Additionally, you are entirely immune to diseases transmitted through intimacy, granting you peace of mind and security in even the closest liaisons. If you experience them, you may choose to never have a period again should you wish it to be so.
      • 100 Informed Intellectual
        • Your knowledge extends to the very limits of maesterly duties, encompassing history, philosophy, medicine, science, and ravenry, with insights that stretch as far as Yi-Ti. Any knowledge a maester would have to know, you possess in spades, making you a scholarly titan of the world. Furthermore, your credibility grows to match your expertise; no one, not even the skeptical or mistrustful, will question your words. You are an authority beyond reproach.
      • 200 Vault of Memories
        • Your mind is a perfect repository, retaining everything you’ve ever learned, read, or experienced with photographic clarity. You can recall any minute detail on command. If you choose, can forget or compartmentalize memories, allowing you to selectively block out knowledge whenever you desire.
      • 200 Tide of War
        • With expert control over formations, ramming tactics, and deceptive feints, your fleet functions as a single, unstoppable organism, outmaneuvering opponents with deadly precision. Your tactical prowess allows you to turn the tide of battles with clever maneuvers and precision strikes, earning you a well-deserved reputation as an unstoppable force at sea.
        • Your skills apply just as effectively on land. Whether commanding cavalry charges, orchestrating defensive lines, or coordinating ambushes, you bring an unparalleled mastery to any battlefield. You read the flow of battle instinctively, sensing shifts in morale, spotting weaknesses in the enemy’s ranks, and adapting instantly to exploit every advantage. Your tactical brilliance elevates any army or fleet you lead to new heights.
      • 600 Storied Hero
        • You are the epitome of knighthood, an unparalleled force on the battlefield and the paragon of the Kingsguard. You could match the swordsmanship of Ser Arthur Dayne, the leadership of Ser Duncan the Tall, the bravery of Ser Barristan the Bold, the beauty of Ser Jaime Lannister, and the nobility of Prince Aemon the Dragonknight. You easily stand as the greatest knight to ever live in every facet of the ideal.
        • Your presence alone can sway the tide of battles, lifting allies’ spirits and striking despair into foes. Your skill with a blade is such that people would call you the Warrior reborn, allowing you to win a bout when outnumbered and surrounded on all sides. Your poise, gallantry, and skill set you apart, making you a living legend, an example for all the world to follow.
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      Items

      • 00 GRRM’s Books
        • A copy of every book written by George R.R. Martin about the universe of A Song of Ice and Fire, including A World of Ice and Fire and Fire and Blood . You can summon and dismiss these as you desire and they may take on whatever appearance you desire.
      • 00 Ship of Wonder
        • A magnificent ship rivaling the legendary Sun Chaser in speed, durability, and design. Crafted with rare materials and imbued with subtle enchantments, this vessel can weather the fiercest storms, outrun pirates, and cross vast oceans with ease. It comes with a fully trained and loyal crew, ready to follow your every command. After this jump, the ship will adapt to fit the setting, remaining the best possible vessel for its time and place, whether that’s a spaceship, airship, or something else entirely.
      • 00 Blackmail
        • You possess a trove of dirty secrets from across the realm. While you may lack leverage on fellow councilors or the royal family (for now), most others aren’t as fortunate. This cache holds enough damaging information to keep many people in line, or ruin them, should you choose.
      • 00 Wardrobe
        • You have access to a vast wardrobe in whatever style you desire, from Westerosi finery to the exotic garb of distant lands. Regardless of appearance, these clothes adapt to make you comfortable in any weather, remaining perpetually clean unless you prefer to blend in with a bit of grime.
      • 100 Alliance of Gold
        • This items allows you to purchase favor with a major group or kingdom on Planetos. Every purchase of this allows you to “buy” certain alliances and immunities that are nearly impossible to gain through normal means. You could use it to secure exclusive trading rights with Volantis, or obtain interest free loans with the Iron Bank of Braavos. Alternatively, you could use it to be given immunity and respect of the Ironborn on your ships and holdings, marking you as an ally in their eyes.
        • Post-jump, this item will grant you the power to secure exclusive alliances, trade agreements, or immunity with a major group, guild, or kingdom fitting the setting.
      • 200 Armour of the Kingsguard
        • You possess a suit of exquisitely crafted white armor of the Kingsguard, perfectly fitted to you and aesthetically pleasing. This armor can take on any appearance you desire, should it be traditional Kingsguard regalia or something entirely different. Lightweight and comfortable, it won’t hinder your movement, yet it offers the protection of fully enclosing plate armor as long as it covers most of your body.
        • This armor is virtually indestructible, even largely impervious to Valyrian steel or starmetal. Additionally, you may choose to have it enchanted with protective runes, similar to the ancient armor of House Royce. After each battle, the armor will magically repair and cleanse itself, requiring no upkeep on your part.
      • 200 Treasure Maps
        • A grand tome filled with maps and clues leading to legendary lost artifacts scattered across the world of Planetos. From the missing Lannister sword, Brightroar, to the mythic Dragonbinder, the book reveals the rumored locations and last sightings of each fabled treasure. While none of these relics will be easy to claim, every one will be possible for you to accomplish.
        • In future jumps, this tome will adapt to the new setting, detailing the locations and clues for tracking down similarly legendary artifacts and lost treasures unique to that world.
      • 300 A Suitable Network
        • This purchase grants you a loyal, adaptable network of experts who share your ambitions. Whether warriors, spies, scholars, or administrators, they are masters of their craft, bound to you by unshakable loyalty. Should any perish in service, whether in battle, intrigue, or crisis, they return unharmed one week after the conflict ends.
        • Your network evolves with your role and setting. In Westeros, they might be knights or courtiers; in a sci-fi realm, engineers or hackers. Their skills and composition shift seamlessly to match your needs, but their dedication never wavers.
        • Master of Ships - Riders of the Ocean
        • This item grants you dominion over the seas through a fleet of legendary warships and a network of sailors, smugglers, and shipwrights whose skills border on myth. Your captains navigate hurricanes with the calm of men strolling through a garden, while navigators chart courses using stars long faded from the sky. Shipwrights reinforce hulls with ironwood and Valyrian-steel alloys, crafting vessels that outpace pirates, shrug off kraken tentacles, and slip through blockades like shadows. At your command, they retrofit ships for war, trade, or smuggling, a cog becomes a floating brothel to eavesdrop on merchants, a dromond bristles with hidden ballistae to ambush rivals.
        • Your fleet’s true power lies in its dual nature. By day, they trade spices and silks in Lannisport or Braavos, their ledgers pristine and permits flawless. By night, they smuggle stolen dragon eggs, poisons, or forbidden tomes from Asshai through secret coves mapped only in Qarthian star-charts. Their contacts in every port, drunken dockhands, greedy harbormasters, Lyseni pleasure-ship captains, whisper warnings of storms, wars, or royal inspections, ensuring your operations glide untouched through chaos.
        • In battle, your crews fight with the precision of Braavosi water dancers, boarding enemy ships in silence or bombarding them with wildfire projectiles. A dozen of your ships could outmaneuver a Volantene armada, while your flagship, a monstrous hybrid of iron and magic, scatters lesser fleets like driftwood. Post-jump, they adapt as starship smugglers dodging imperial patrols, ghostly galleons haunting Caribbean tides, or submersibles raiding underwater cities, always masters of the waves, wherever those waves may be.
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      Lands and Holdings

      • 00 Cultural Heart
        • Your territory becomes a nexus of both artistry and martial spectacle, blending grandeur and grit. At its core lies a colossal arena, a coliseum of carved stone where knights clash in tournaments, mummers perform epic tragedies, and bards compete in song duels that draw nobles and smallfolk alike. Victorious champions crown your house with prestige, while bets, entry fees, and merchant stalls flood your coffers. Between bouts of steel and song, the arena doubles as a military training yard for drilling troops and a stage for public executions that turn justice into theater.
        • Surrounding the arena, workshops and theaters thrive: sculptors chisel monuments to your legacy, playwrights pen satires skewering rivals, and painters immortalize your triumphs in vivid frescoes. Annual festivals blend jousting tournaments with masquerade balls, attracting spies seeking secrets and artists hungry for patronage. The blend of bloodsport and artistry makes your domain a cultural lodestone, where perception is shaped as deftly by a bard’s ballad as by a champion’s lance.
      • 100 Regional Lordship [House Tarth]
        • A mid-tier lordship controlling land and resources critical to a kingdom’s stability. Examples: the Glovers’ timber-rich Wolfswood, the Manderlys’ coastal trade hub of White Harbor, or the Royces’ mineral-rich Vale territories. Includes a stone castle, 5-10 sworn knightly houses, and specialized income (mining, fishing, wool).
      • 100 Essosi Powerbase
        • Nobility works differently in much of Essos, and this purchase grants you a foothold in Essos’ kaleidoscope of power, be it through merchant cartels, slave markets, mercenary bands, or the shadowy machinations of the Free Cities. Your influence is rooted not in land, but in the currencies Essos values most: gold, secrets, and fear. You might command a network of informants selling whispers to Pentoshi magisters, a fleet of “trading” cogs that smuggle weapons to insurgents in Volantis, or a cadre of pit fighters whose victories launder bribes through Slaver’s Bay. Local elites tolerate, even grudgingly respect, your presence, seeing you as a player who understands their lethal game.
      • 100 Fertile Lands
        • Your soil defies nature, vineyards surpass the Arbor’s wines, orchards fruit in winter, and fields yield triple harvests immune to blight or drought. This bounty transforms your territory into a breadbasket of legend. Granaries overflow, fueling trade caravans that flood markets from Lannisport to Qarth, undercutting rivals and securing alliances through grain diplomacy. Your people thrive, their loyalty hardened by full bellies and the pride of cultivating the finest goods in the known world.
      • 200 Castle of Legend
        • Your seat is an architectural marvel, defying both nature and mortal ambition, a Harrenhal-scaled monstrosity of blackened stone (minus the curse), a sky-piercing fortress carved into mountain peaks like the Eyrie, or a labyrinthine stronghold burrowed deep into gold-rich cliffs akin to Casterly Rock.
        • Additionally, arcane wards are etched into its foundations, repelling siege engines, wildfire, and dragonfire with shimmering barriers that hum like distant thunder. Those possessing the Labyrinthine Sense perk navigate its hidden tunnels and vaults effortlessly, while purchasers of Blood of the Dragon may incorporate a colossal dragonpit into its design. The castle’s sheer presence dominates the landscape, a statement of power that dares rivals to test its walls.
        • So long as the castle remains under your house’s control, its sheer mythic presence stifles rival claims to your lands. Neighboring lords dismiss thoughts of rebellion, cowed by tales of its impregnability and the bloody legacy of those who dared challenge it. Your soldiers fight with the fury of men defending their gods, their morale unbreakable as they rally beneath its shadow. Fertile fields, bustling markets, and veins of precious ore flourish inexplicably further within its sphere of influence, as though the land itself bends to ensure your coffers overflow. This is not mere stone and mortar, but the beating heart of your dominion, radiating power that chokes dissent and bends fate to your lineage.

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

      • 00 Canon Companions
        • Any characters you convince to join you on your journey may continue with you for free. They will not receive any CP unless included under the Create/Import option. If you choose to do so, they will join you without needing further convincing and will receive 1000 CP to spend, along with the option to take personal drawbacks.
        • Robert Baratheon
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      CP Budget

      • +1000CP Base CP
        • This is the CP everyone gets for doing the jump, given at the beginning of the document.
      • +300CP Lands and Holdings Stipend
        • You gain +300 CP in this section per tier of Of High Standing purchased. Territories manifest in your chosen region, replacing minor canon holdings or occupying unclaimed land. Major houses/cities remain intact unless deliberately supplanted. By default, your domain exists without derailing canon events, but active intervention can alter the story. CP here cannot be used elsewhere.
      • +200CP [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.
      • +300 Long Term Stay - Additional 30 years - Stay ends 300 AC
        • Your stay in Westeros is extended by 10 years for each purchase of this drawback, with a maximum of 100 extra years. Though the world around you will age and change, you are assured that you will not die of old age or succumb to any natural ailments during this extended stay. However, the years will bring new challenges, as political climates shift, allies age or die, and the kingdoms find new troubles.
      • +500 Power Lockout
        • Your powers from previous jumps are sealed entirely, leaving you with only what you gain within this jump. Any special abilities, magical talents, or supernatural skills that you once relied on are now inaccessible.
      • +500 Material Lockout
        • Your items, companions, and warehouse from previous jumps are locked away, completely inaccessible for the duration of this jump. You cannot rely on any equipment, relics, or allies from other worlds, nor can you access your warehouse’s resources. If you wish for companions during this jump, they must be created anew, with no imports allowed.