1. Silmarillion
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    Silmarillion

    • Era and Location: The Foundation of Numenor
    • Age and Gender: 25, Male
    • Kindred: Men of the West
      • When the Valar destroyed Morgoth’s fortress at Angband and cast him beyond the Door of Night, they rewarded those humans who stood with them and the elves in the War of Wrath. These, they blessed with great stature of body and of mind, and with the land of Númenor for their own. You are such a one, bearing such blessings—just don’t let them go to your head.
      • As one of the Númenóreans, or a Man of Númenórean descent, you are blessed above the rest of humankind. You are tall, likely six and a half feet or taller, and have great resilience to disease. Your hardihood allows you to endure wounds which would kill lesser humans and, although you do not have true regeneration, you can heal to at least partial functionality from anything that doesn’t kill you. You won’t regain a lost limb, but a cut tendon would eventually heal, and nerve damage would restore to the point that you could at least use whatever was damaged, though you might lose some finesse or dexterity.
      • Although you are still mortal, your natural lifespan is likely to reach 350 years, with noticeable senescence only occurring within the last 50, and with a healthy lifestyle you could reach 400, or maybe a little more.
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      Jump Budget

      • +00cp - Canon Insert - Atanalcar, son of Elros Tarminyatar
        • You incarnate into the world in place of a canonical character, though you gain no abilities or privileges beyond what you purchase here.
      • +1000cp - Jump CP
        • For taking this document, you, like everyone else, gets to start with 1000cp.
      • +100cp - Shipping Ban
        • Your transportation options (Cars, Ships, Magic, Shoes…) will conform to the local dominant tech / magic level. You might have the Light of Terra, but if you’re in an Age of Sail setting, LoT is just a really (really) big boat. This scales everything. Weapons, propulsion, education level of NPC crews, etc.
      • +100cp - The Long Road
        • You must remain in jump until you die of old age or reach extreme old age for your race. If you’re immortal, unaging, or belong to a race that cannot or does not die of old age, the jump ends 100 years from its official start date, assuming a normal 10 year jump. If you can die of old age, you must last at least 10 additional years from the normal end date before dying of old age or the jump ends with failure. If you possess any ability or technology that could keep you from dying of old age, you must last the full 100 to successfully complete the jump. Age related complications count as old age. If another drawback would extend the duration of the jump, or the jump naturally lasts longer than ten years, The Long Road automatically tacks on another 10 (for non immortals) or 100 (for immortals) years for every decade added. This drawback means that you will show signs of aging over time even if you possess an ability to stop aging, though those signs would be minor and slow to show up. Incompatible with The Hub.
      • +300cp - No Access
        • You have no access to your Warehouse for the entire length of the jump. If this is a Chain Drawback, you may add the base 150 Warehouse points to your Body Mod, as you have no Warehouse. Everything that respawns is delivered to you by parcel post. You can bring anything you like into the jump at the beginning (as long as you have it in your possession already), but nothing past that, including Companions. You cannot take this with other warehouse drawbacks. No Hiatus. Must keep for 10 jumps or more before Revoking.
      • +200cp - 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.
      • +200cp - 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.
      • +100cp - Humiliation Congo
        • Your enemies will not willfully kill you. Oh no… they want you to suffer. Some will torture you, others subject you to humiliation and or degradation… Some will prefer physical methods, others mental, still others sexual or emotional techniques… Feel free to customize what, exactly, each enemy will do to you… or just pick a single specific theme (Everyone wants to tickle you for hours would work. As would people keep crucifying you.) It has to be something generally bad. You can’t say “They’ll give me a nice meal and subject me to small talk.”
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      Companions

      • 100cp - Companion Import [600+700cp]
        • 00cp Wordsmith
          • It was Rúmil of the Noldor who first devised the skill of writing, and Fëanor who further created the system of Tengwar runes. You share this affinity for language and wordcraft, able both to quickly learn new languages and writing-systems, even when you share no language with the ones from which you are learning, and to devise your own languages and cunning scripts. Perhaps you might do so for the sake of keeping your messages secret, to describe things for which existing languages have no terms or simply for the joy of creation. Whatever the case, you have a talent for languages and writing - learning them, creating them, or weaving clever words - that cannot be denied. This perk even applies to magical languages, and although by itself it won’t allow you to create new magical languages, it might allow you to cleverly make use of existing ones.
        • 00cp Sanwe Latya
          • Meaning ‘thought-opening’, this is a capacity that all thinking beings in Arda possess, from the greatest of the Ainur to the least hobbit. In short, every thinking mind is at least potentially capable of sensing others, and both inserting its thoughts into other minds, and reading the thoughts of others. However, there are many limitations on this process, which prevent every Tom, Dick and Barliman from making use of - or knowing about - this ability (see Notes).
          • With this you, like every person in this world, gain the latent ability to develop this skill to at least some extent, to contact and read the minds of others and project your thoughts into theirs, whether to communicate or compel. This can be very useful for interpreting thoughts others wish to reveal, and thus in interpreting unfamiliar languages.
          • Perhaps more importantly, though, you gain the likewise-universal ability to close your own mind, whether to particular individuals or to all. This barrier of ‘unwill’ makes it impossible for even the greatest and most powerful mind in Arda to perceive or alter your thoughts - but you can still be persuaded, intimidated, tortured or tricked into lowering it. By default, the unwill still provides a strong barrier against other means of intrusion from outside this jump (e.g. psychic powers), but is not entirely invulnerable. In future jumps, characters will be able to close their minds against your thought-reading and thought-sending in a similar way, regardless of the local metaphysics, and with time you may be able to teach them to close their minds against similar intrusions by other means.
          • You have the skill to perceive the thoughts of others or insert your own with some effort, so long as you have some advantages in doing so - familiarity, authority and urgency all help with this (see Notes). This is roughly the level that Faramir, Denethor and similar operated at, and could be learned by an otherwise-ordinary human with years of careful study and self-honing.
        • 00cp Songs of Power
          • In the beginning, Arda’s history was foreshown in the Music of the Ainur, and although it was physically created afterwards, music still holds power within the halls of Ea. Befitting this world shaped by music, you have a talent for song and poetry; you can carry a tune or recite a poem easily, injecting appropriate emotion. Furthermore, you can easily memorise such artworks.
          • The power of your music and chanting goes beyond ‘mere’ poetry and song. Through such music, you can perform goetia, the magics of the mind. With a calming song you could quiet wild beasts and befriend furious horses, with an upbeat and merry melody imbue a party with an air of enchantment, wonder and joy, with a quiet rhyme help conceal yourself and others in foliage and shadows, or with a bellicose chant ignite courage in the hearts of your allies and intimidate your foes. Alternatively, you may sing such songs to counter similar enchantments of others; for instance a song of courage and resilience to help another resist the terror-spells of a Nazgul. On your own, the effects you can invoke with this are relatively subtle and will be tiring, but many such chanters together can magnify the effects and reduce the burden upon you, as can magical tools such as Rings of Power.
        • 100cp Well-Formed
            • Your beauty, handsomeness or intimidating mien is truly impressive, the kind of appearance immortalised in poems and sung about long after you’re gone. A glance from you is enough to make the heart skip a beat—one way or another. Whether through breathtaking beauty, striking handsomeness or an awe-inspiring presence, your appearance naturally suits your wishes and leaves a lasting impression on all who behold you.
        • 400cp Spirit of Fire
          • In you is come again the might of Fëanor son of Finwë, for better and worse. Your charisma and oratory skills are legendary, sufficient to convince an entire people to follow you out of paradise in pursuit of glory and vengeance, and this same strength of spirit fortifies your body and mind as well. You are, in short, a genius capable of mastering many skills at a great pace, and of bringing them to heights beyond what even masters of their craft would think possible. Meanwhile, your spirit burns through your flesh, allowing you to go beyond the conventional limits of your body to leap great chasms, match trolls for strength, endure great torments or lengthy exertions, and run at speeds matching a mighty horse - though sustaining such feats at the limits of your ability will drain your spirit and require recovery time in the aftermath. If you were to attain the heights of martial skill and armour yourself in the best crafts of the Noldor, it would take a small army of balrogs to slay you, and even then you would be able to land blows to remember you by.
          • Furthermore, once per jump (no matter how long the jump is!) you may stoke your spirit to its very height, in order to achieve something that can truly be termed a miracle. As Yavanna shaped the Two Trees of Valinor, and Fëanor wrought the Silmarils from their mingled lights, so you too may bring forth all your strength, skill, knowledge, magic and powers, no matter how disparate or normally-incompatible they may be, to achieve some truly incredible feat. This might be an object forged with transcendent enchantments that even the greatest wizards find impossible to understand, or a feat of might like defeating a god through force of arms. Whatever it is, it will be a feat the likes of which has never been seen before, and will not be seen again.
      • 800cp Well of Light
        • Such a thing has not been seen since Ungoliant drank the Two Trees dry: A pool of the mingled dews of Telperion and Laurelin; liquid light that shimmers in countless shades of silver and gold, and sheds a holy radiance far beyond where it should reach. These sacred waters have many virtues, of which perhaps the least are their healing properties. To drink but a mouthful from this well of light is to banish all disease and weariness, and to set all wounds on a road to swift and sure healing without any lingering harm or pain.
        • A plant watered with a few drops of this sacred dew will grow sure and strong and bear fruits or seeds with healing virtues of their own, while a beast allowed to drink will grow wise and strong according to its kind, and sire children with similar strengths. If a sapient being drinks from the Well, they and their children shall have the light of Aman in their face; they will have something of the reflected radiance of the Two Trees, and will be blessed with beauty, longevity and great spiritual strength, though not necessarily with wisdom.
        • Even simply bathing in their light will help bring healing and respite from mental and spiritual pains, and ensure that disease and decay do not come near, and all but the mightiest of evil things will flee its radiance. The reflected glimmer of the light captured in a Silmaril was enough to empower the Phial of Galadriel, after all, when this is pure from the source.
        • Beyond these blessed qualities, however, the dews of the well are potent magical substances. It is said that Varda made the very stars from the nectar of the Two Trees - and even if you lack the power of the Valar to shape the world in such a grand fashion, these waters are nothing less than a divine reagent for light, healing and blessing, allowing for creations fit to match those of the Ainur. A blade quenched in these waters would be a bane to all evil things, and a crown anointed with them might impart to the wearer great beauty and radiance, as of the light of Aman. Perhaps one day you might even capture their light anew, and forge new Silmarils - if you have the skill, and can discover a substance fit to contain their light as a body would a spirit.
        • Your well of light is composed of two outer pools where the gold and silver dews slowly gather, and an inner where they mingle. They are not large, each the size of a medium-sized pond, but will slowly re-fill over time. If entirely emptied, they would re-fill over the course of a year.
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      Items

      • 100cp - Ship
        • You are in possession of a fine sailing vessel, fit to cross the many seas of the world. The ship is something more; either it is magical, enchanted to fly across the waves like a bird, to endure or run before any storm, and otherwise master the sea like no other, or it is nothing less than a floating fortress in its own right; not swift, but an implacable force from which a host could disembark to conquer a city, and its hull impervious to all but great engines of war, or being cast upon the shore by a terrible storm.
      • 200cp - Arms and Armour
        • Your battle-harness is nothing short of legend. Forged by the greatest smiths, its craftsmanship and provenance are unmistakable, and it is all but indestructible, breaking only beneath the most terrible onslaughts. You are equipped with a complete suit of armour, a shield if desired, and your choice of weapons, each wrought to protect and serve you against even the mightiest foes.
        • Protective runes gleam upon your armour and shield to ward away harm, while your weapons possess magical properties of their own. You are free to design the exact qualities your arms and armour possess. They might rival Anglachel, the star-iron blade that could cleave all earthly metal; the Dragon-Helm of Dor-lómin, which struck terror into those who beheld it; or the glittering blade Ringil, with which Fingolfin wounded Morgoth seven times.
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      Perks

      • 00cp - Dauntless Mariner
        • In the wars that ended the First Age, the men who would be granted the land of Numenor stood with the elves, even against the dread of Morgoth. This courage lives in you; for better or worse, you have great will and determination, and courage enough to face any fate less than the torments of Sauron without flinching.
        • After the War of Wrath, however, the men of the West became for a time men of peace, and the highest of their arts were not warcraft, but ship-building and voyaging across the seas of Arda. You are a skilled sailor by the standards of the Numenoreans, able to handle any of their vessels given appropriate crew. You can train others quickly in sailing as well. Finally, by the grace of the Valar, when sailing on any mundane sea, you need never fear death in the waters. Even should your ship be wrecked, you will survive and find land again.
      • 100cp - Sanwe Latya
        • Meaning ‘thought-opening’, this is a capacity that all thinking beings in Arda possess, from the greatest of the Ainur to the least hobbit. In short, every thinking mind is at least potentially capable of sensing others, and both inserting its thoughts into other minds, and reading the thoughts of others. However, there are many limitations on this process, which prevent every Tom, Dick and Barliman from making use of - or knowing about - this ability (see Notes).
        • With this you, like every person in this world, gain the latent ability to develop this skill to at least some extent, to contact and read the minds of others and project your thoughts into theirs, whether to communicate or compel. This can be very useful for interpreting thoughts others wish to reveal, and thus in interpreting unfamiliar languages.
        • Perhaps more importantly, though, you gain the likewise-universal ability to close your own mind, whether to particular individuals or to all. This barrier of ‘unwill’ makes it impossible for even the greatest and most powerful mind in Arda to perceive or alter your thoughts - but you can still be persuaded, intimidated, tortured or tricked into lowering it. By default, the unwill still provides a strong barrier against other means of intrusion from outside this jump (e.g. psychic powers), but is not entirely invulnerable. In future jumps, characters will be able to close their minds against your thought-reading and thought-sending in a similar way, regardless of the local metaphysics, and with time you may be able to teach them to close their minds against similar intrusions by other means.
        • You have the skill to perceive the thoughts of others or insert your own with some effort, so long as you have some advantages in doing so - familiarity, authority and urgency all help with this (see Notes). This is roughly the level that Faramir, Denethor and similar operated at, and could be learned by an otherwise-ordinary human with years of careful study and self-honing.
      • 100cp - Stature of Body and Mind
        • The Men of the West are a blessed people, and you share in that blessing more than most. At a baseline, without significant training, you would be the equal of a notably athletic person in strength, speed and stamina. With a reasonably dedicated training regimen you could equal and maintain Olympic-level strength, stamina and speed, and with true dedication you could go beyond that, achieving feats more on par with Captain America or similar comic-book humans. You may optionally choose to be noticeably taller than most Númenóreans.
        • Beyond simply your physical abilities, however, your skill can reach beyond the normal limits of mortal craft. This does not increase the speed at which you gain new skills or abilities, but time will only ever serve to increase your skill. If you neglect your skills they will remain without atrophy until you take them up again.
        • So long as you practise a skill, you will slowly find more ways to advance it, even into the realms of what other men might call magic. This advancement is slow, such that it would require a century or more of regular use to achieve this ‘magical’ degree of skill, but it is without limit. Should you somehow overcome mortality, there is not telling the heights to which you could rise.
      • 200cp - Songs of Power
        • In the beginning, Arda’s history was foreshown in the Music of the Ainur, and although it was physically created afterwards, music still holds power within the halls of Ea. Befitting this world shaped by music, you have a talent for song and poetry; you can carry a tune or recite a poem easily, injecting appropriate emotion. Furthermore, you can easily memorise such artworks.
        • The power of your music and chanting goes beyond ‘mere’ poetry and song. Through such music, you can perform goetia, the magics of the mind. With a calming song you could quiet wild beasts and befriend furious horses, with an upbeat and merry melody imbue a party with an air of enchantment, wonder and joy, with a quiet rhyme help conceal yourself and others in foliage and shadows, or with a bellicose chant ignite courage in the hearts of your allies and intimidate your foes. Alternatively, you may sing such songs to counter similar enchantments of others; for instance a song of courage and resilience to help another resist the terror-spells of a Nazgul. On your own, the effects you can invoke with this are relatively subtle and will be tiring, but many such chanters together can magnify the effects and reduce the burden upon you, as can magical tools such as Rings of Power.
      • 300cp - Lord of the Star
        • In the First Age, through Lúthien and then Elwing, the blood of Maiar, elf and human mingled, and of that line came the line of the kings of Númenor—and your line. While all Númenóreans have great longevity, your lifespan is extended by a quarter again, and your will and spiritual power is similarly increased. Furthermore, when you make use of magical items to which you are entitled by right, your ability with them is magnified; they will obey you as they would not others, and curses and negative effects they carry are weakened against you—though not entirely removed.
        • Beyond these more mystical benefits, however, you also gain more practical ones. You may or may not have lands and titles within Númenor, but if you were granted such you would have the wisdom, skill and judgement to administer them ably, to keep your subordinates loyal, your peers respectful, your lands bountiful and your people happy—or subservient, if you are more inclined to wring value from them by force. You can easily administer a domain of this type, easily learn and memorise laws and rules, and have the judgement to apply them fairly; if you so choose, you can make your court a haven of justice, without sacrificing stability.
        • Finally, you are a skilled tactician and general, able to command armies from the front or the rear, and to achieve grand victories even from disadvantageous positions.
      • 400cp - The Blessing of Blessing
        • The treasures of the Númenóreans were granted in gift from the Valar and the elves of the West, in recognition of their resolve in the war against the first Dark Lord. From the Palantíri to the land of Elenna itself, they are a blessed people—but why should these be the only blessings you hold? With this perk, your ability to earn blessings and gifts from others in recognition of duty, service or resolve is greatly increased. This can happen on a mundane level, where those you serve faithfully are inclined to give you gifts in recognition of that service.
        • On a grander scale, however, spirits, gods and other divine beings you encounter on your travels are often inclined to reward similar service with blessings of their own. If you risked your life to defend a god’s temple, they might anoint you as their champion—and as a result of this perk, this blessing would become a part of you. It might weaken and diminish if you broke faith with the god, and nothing prevents them from smiting you, but the blessing itself would never leave. If you lead a group in such service, they may also partake of this perk’s effects—they will be more likely to be rewarded, and mystical blessings become a part of their very being.
        • Apart from this, however, there is one blessing you can carry with you. If others live in accordance with the ideals of the Valar—confronting evil even at great risk to themselves, living peacefully and with goodwill towards one another—you may cause the blessing of the Númenóreans to spread to these people as well. They shall grow resilient to disease and harm, their children shall grow greater and more noble than their parents, their lands shall be enriched, and their lifespans shall increase to equal those of the Men of the West.
      • 400cp - Strength of Arms
        • You are amongst the greatest warriors who have ever lived. You are proficient with nearly every weapon, skilled in the use of armour, horsemanship, and fighting in formation, with the combat instincts and leadership to command armies as one of the greatest captains of war. Your prowess will only continue to grow with time.
        • You could defeat a dozen ordinary warriors without difficulty, battle heroes and terrible beasts on even footing, and with the right arms and armour duel a Balrog as Glorfindel did in the flight from Gondolin, or slay a hundred lesser warriors without taking a wound. Nothing in this world beyond the slowest and most terrible torments of the Dark Lord can truly daunt you, though you remain vulnerable to corruption and recklessness.
        • Should you fight at their head, those under your command will share your unshakable resolve, standing firm until they are destroyed or you are slain, and even then their oaths to you may sustain their courage beyond your passing. You can command armies as the greatest of musicians commands a harp.