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94.67% Multiverse Stories (Multicross: DC, DXD, Marvel, ETC,) / Chapter 145: Generic ASOIAF Fanfic Jump Build

Chapitre 145: Generic ASOIAF Fanfic Jump Build

Origin: Self Insert (+200 CP)

Age/Gender: 8/Male

Location: Dragonstone

Time: The Day Viserys Flees Dragonstone With Daenerys

Accepted Canon: Show

Perks: (Again be aware that these perks are at their weakest and he has to grow into them and train.)

Memory of Ages - Free: 

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.

Winter Is Coming - Free:

Westeros is not a place where the unprepared live very long, so your Benefactor has given you some basic tools for survival. You have a strong, healthy body that's resistant to common diseases and are competent at one of the common, ​non-martial​ local professions, such as smithing, sewing, teaching, and so on.

If you happen to belong to a bloodline known for certain... unfortunate practices, you're guaranteed not to have inherited any deformity or madness that could express in yourself or be passed on to your children or further descendants. No guarantees nothing will develop if you take up those practices yourself, though.

The North - The Honorable Lord Stark - Free:

Most often - though not always - the Starks, a great deal of ASOIAF fic features a fast alliance being formed with the author's favoured faction. Your ability to rapidly form strong mutual bonds, regardless of social status or the strangeness of a situation, is quite incredible, so long as you're being genuine about it.

As part of a group, you can rapidly rise in prestige and authority, so long as you discharge your duties well and prove worthy of the trust placed in you. You're the exception to the whole notion that bad things must happen to good people. So long as you do your part honestly, sincerely and well, you find that anyone else you have a right to expect loyalty and service from does theirs just as genuinely too.

Seamless Insertion - 100 CP:

Dying one moment, beginning a new life in a new world in the next, and not a misstep between. You simply don't suffer culture shock, or feel any awkwardness adapting to the new culture, life and circumstances.

The memories and language of the person who you've replaced are now yours, and wherever you go you'll be able to fit in just as easily, assimilating local culture and languages in almost no time at all. Likewise, if there was ever any problem for you dealing with the disconnect between Jump-memories and your core identity before, there certainly isn't ​now​ - whether that means you can more easily integrate the two, or you have the ability to use the memories and mannerisms of your Jump-self without compromising who you really are, that's up to you.

Knocking Over The Ladder - 200 CP:

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 p​redictably​ but the more you know about the 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.

Making the Eight - 200 CP:

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. Also you need not worry about STDs.

I Am Not Left-Handed Either! - 200 CP:

You have trained every day, from before dawn to sunset. It has taken you years of discipline, exhaustion, and pain, but you've mastered the common weapons of this world to the point that you can match a skilled knight with your offhand, and stand as one of the greatest in the realm with your dominant. Unless you're ambidextrous, in which case this is e​xtra​ unfair, because then you can fight one man with each hand as easily as a lesser warrior might duel a single opponent.

Your skill at arms is not something you can easily lose. It took years to get to this position, and it would take you decades to fall from it. Moreover, now that you've the knack for it, you can quickly raise your proficiency with other weapons to this level.

Age is Just A Number - 200 CP:

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.

Leadership - 200 CP:

As skilled as you may be, this is a setting that requires you to rely on others that might not have as much talent. Fortunately, you can take the 'might not' out of the equation - when you lead by example, even the dullest man in Westeros could pick up an expert level of skill in a matter of months. Even if you aren't directly involving yourself, as long as you continue to be an engaged and effective superior, your subordinates will rapidly grow into their roles, softcapping at 'first among their peers'.

Naturally, therefore, this Perk works better the more highly-placed you are. A minor lordling would get the best in his holdings. A Lord Paramount would get the best in his Kingdom. If you were on the Small Council, why, you'd soon enough be employing some of the very best in the world! And if you visit a setting that spans greater distances still, this will continue to work there too.

Builder of Canals - 300 CP:

It's easy to say that one will drag the continent out of the medieval 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.

Vast roads can be built in months, people educated by the thousands in mere weeks, hundreds of thousands of specimens produced from a handful of workshops... any and all projects you have your hand in, they proceed multiple orders of magnitude faster and require similarly lesser quantities of resources. You could take Westeros from the 13th to the 19th century in barely more than a decade.

Nobility - 300 CP:(Targaryen)

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 100 CP, you're a regional lord, like a Bolton or a Rowan. For 200 CP, your family rules one of the kingdoms, a Great House equal to Stark or Lannister. And 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.

Anti-Plot Armour - 300 CP:

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.

Mage - 400 CP:

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.

Wide-Eyed - 400 CP:

You inspire those around you to be the very best. Your involvement causes others to reevaluate their thoughts and actions, discovering internal biases and urges they may not have consciously recognised before. Moreover, this shift in perspective gives them the opportunity to overcome their flaws and become sound of mind and soul; this explicitly includes both mundane and supernatural disorders, damage, warping, and corruption, though it will have little effect on things integral to their self-identity unless they truly wish to change who they are.

With a bit of dedicated introspection, you can even apply this to yourself.

Import License - 400 CP:

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.

Sword of the Morning - 600 CP:

You are one of the greatest warriors to grace the face of Planetos in a generation. Your mind and body are in perfect sync with combat. You could easily analyze a battlefield to create an imaginary version of it in your Mind's Eye to easily predict the movements of your opponent until they stop being a threat... or if they play dead. You could fight 10 men, perhaps even 20 by yourself, and come out without a scratch. Against truly skilled opponents on the level of Ned Stark in his prime, this number goes down to 4-7. This is quite straining to a baseline human, but it is possible to expand the limits of your predictions with training, unnatural modifications or perks from another Jump. 

You also gain a substantial increase in skill to dual-wield your preferred weapon with the same level of mastery that you wield one and as if you were The Warrior Reborn, your martial skills across the board has the potential to improve beyond the skill of man, and your ability to kill has increased from the merely mortal, to the immortal and conceptual. You may one day be able to cut into a shadow assassin and kill the binder, cut through an animal controlled by a skinchanger to kill that skinchanger, you could even permanently kill a god if one's avatar appeared before you.

Trueborn Heir - 600 CP:

What do you mean you just arrived here from a portal? You're obviously the black-haired, blue-eyed Baratheon Prince!

At least, that's what most people will think. Something about you twists the skeins of fate now, transforming your place in the metaphysical world to make you the Trueborn Heir. To what, you ask? Everything. Or near enough, at least.

Whenever there is something that requires a specific person, any child of prophecy or foretold ruler, you find that you are almost always the perfect candidate. In some cases it might be the prophecy is changed and in some there might be some cosmetic changes in you, but any magical devices that only know one master will acknowledge you as that master, even if they've already been claimed by someone else. Any rituals or spells to detect the heir to any given items always point to you, and so do any mundane prophecies or methods.

Any long-lost princes tend to be spitting images of you, and any biometrically locked doors tend to recognize you as the right person too. This perk doesn't directly give you any power or skill by itself, but it makes it so you automatically pass any tests of worthiness or fitness, no matter who the one conducting them might be.

The Seven's Favor - 1,200 CP:

The world of Planetos has many gods. In this case, maybe they have decided to "bless" you with various abilities and powers or maybe you have decided to take these powers from the jump chain itself. Feel free to buy as many as you can purchase.

Stranger:

The Stanger's Favor makes you into the very image of death. You have a preternatural level of skill and talent at all things stealthy, and can get in and out of just about anywhere, be it by intrusion or infiltration. You're also similarly skilled in actually dealing death, whether by poisons, blade, or unfortunate accident.

To make it clear, this perk makes you one of the finest assassins or spies in the setting, someone so deadly as to give the House of Black and White pause. In addition to this perk granting you an immunity to all poisoned within this world. We don't want you being poisoned like a certain devil child.

Father:

You have the Father's Gift in you now, Jumper. Rulership and justice come as instinct to you, with your sense for things like administration and fairness outmatching the greatest and most respected rulers. Pick one particular skill to specialise in, like Justice, Administration, or Diplomacy - when it comes to this field, history will be divided into before and after ​you​.(Administration)

With just a bit of work, you could be regarded as Jaehaerys the Conciliator returned to life.

Mother:

You have the Mother's Gifts now, and they are great indeed. You are a truly excellent doctor and healer now, someone capable of treating an impossibly wide range of injuries, curses and diseases, even ones like impotence and infertility.

Simply by thinking on the matter, treatments and medicines come to you as if in a dream, save their total clarity. There is no assurance of ease; the worst afflictions of Planetos may require truly herculean effort - after all, Greyscale is the curse of Mother Rhoyne made manifest, and one does not lightly cross a goddess. But rest assured, you always do learn something​ about what you can do.

Warrior:

There have been others in the past who have been said to have the Warrior's favor, but none quite like you. You have the body, look and skills that make you come across as a god of war made flesh on the battlefield, a titan bestriding the earth among lesser mortals.

Should you wish, you may take on an immense stature like the Mountain's, gaining incredible strength and vitality while losing none of your speed and suffering none of Clegane's complications. Alternatively, if you prefer to remain a more normal size, your speed, reflexes, and accuracy will more than make up the difference as they quicken to heights that a hero of the age could only barely contest against.(Normal Size)

Regardless, your skills make you a match for Arthur Dayne, Jaime Lannister and Barristan Selmy... at the same time. Within moments of picking up a weapon you can wield it as an extension of your arm, and such is your endurance that others would die a dozen deaths before you even ​begin​ to tire.

Maiden:

Beauty is perhaps less important for men than for women, but it's hard for anyone to pinpoint it exactly. Not that you ever need to worry about it. Your looks are among the greatest in the land, a living testament to the human form.

You stand as contemporary to the bloodlines that Lys has bred for centuries, an equal of beauties like Cersei Lannister or Shiera Seastar if female and Rhaegar Targaryen, Jaime Lannister, or Renly Baratheon if male.

Moreover, beauty without is often presumed to follow beauty within, and in your case? As long as you give them nothing to go on, that presumption will hold. False (or not-so-false, but evidenceless) accusation, envious rumour - such courtly snipings and vicious intrigues will slide off you like water from a duck's back, whether by evidence to the contrary just happening to out, or through simple faith in your goodness, or perhaps even through the perpetrators' own exposure or ridicule, if you've the ability and inclination. Whatever happens to be most appropriate at the time, really.

Smith:

With the Smith's own gift in your arms and mind, you are a craftsman beyond peer, a maker of such wonders that lords and magisters would wage wars just for the chance to lay their hands on a piece you made.

Be it smaller things like swords, armor or other crafts, or great feats of engineering and construction like Harrenhal or the Eyrie, your mind is flush with ideas and blueprints, making you a Smith, an Architect, an Engineer, and a Shipwright... and equally unmatched in all those fields.

Magical Training - 1,400 CP:

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.

Faceless:

An unsettling ability, but one with a certain subtle power. You know of workings and concoctions, in the name of He of Many Faces, that allow you to painlessly and safely remove your own face and don the face of another. Of course, you can remove other people's faces, too - where else would you get your disguises from? And in their case, safe and painless is entirely optional. Once you've harvested a face, you can preserve it indefinitely with minimal care; it would be little use if they just rotted away.

With mastery of this power, a ​Mage​ can quite easily eschew the rituals and tinctures that lesser users require; a mere touch may strip a man of his face, and your power will learn its contours such that you may don it with no more than a thought, or place it upon another. In time, perhaps you may even learn to do so at a distance.

More subtly, however, comes the ability to learn a face ​without​ stripping it from its rightful owner. A creative mind could surely find a great many applications for such a skill.

Glamouring:

You have the power to craft illusions suffused in wonder and horror, to bring about tranquil wonderlands for the mind to enjoy or make them feel like their nightmares are all real. It's a trick in the simplest manner, a bending of the light, manipulation of some sounds and smells... but such is your skill with it that few can tell the difference.

A ​Mage​'s power makes that of all others look like mere mummery. Not only can you yourself pierce any lesser maegi's illusions, your own work comes to touch on the border of truth and falsehood. You can cause an illusion to become briefly physical - or even, should your mastery be truly great, ​real.​

You can give people semi-real visions of things occurring far away or in the near future, clearly or cloaked in metaphor, like a fake nephew being a cloth dragon. You can manipulate minds as easily as a smith shapes a sword, pushing and pulling until all that they see and hear lies under your control.

Subtlety, precision, and careful thought are the tools of the illusionist: tools you now wield, with terrific skill indeed.

Gift of the Children:

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 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.

Alchemy:

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.

Of course, a ​Mage​ who has mastered Alchemy is puissant indeed. Even substances such as Starmetal or the Summer Isles' Golden Heart wood are not beyond your reach. Find sufficiently exalted reagents, and you may learn to lift them to a new level entirely - or, of course, you could make reagents of them themselves, or even forge them out of lesser substances.

This power is rooted in the truest and deepest secrets of Alchemy: it is now within your grasp to transfer, dilute, concentrate, imbue, alter, hybridise, separate, and otherwise work with properties beyond the mere physical.

R'hllorist:

Well, not necessarily the praying kind... but you wield the powers of the priests of R'hllor now, and not the parlour tricks most are limited to. By peering into the depths of a flame, you may learn to see the future, past, or distant present, as if a god were telling you directly. You can cure many wounds with just a touch, and even bring the recently dead back to life, though it strains you greatly and leaves them feeling hollow, empty, and incomplete for as long as they persist.

If you have the ​Mage ​perk, however, you leave even the greatest of Red Priests in the dust. The fire, when you aren't banking the flame, fills you from within, making your charisma an almost physical radiance with which you could near-effortlessly enthrall a congregation, limited only by how far your voice might carry.

As it flickers up behind your eyes, possible near-futures flicker with it, burning most powerfully in the heat of battle, where you can dance between deaths before they even begin to manifest. Your powers of healing and prophecy only swell with the growth of your inner flame - and even externally, your fire will manifest and move at your command. It won't match dragonflame or Wildfire, not without a great deal of research and practice, but anything less you will outshine as R'hllor outshines all other flames.

Your control is such that you may brighten or dim it, have it emit chokingly thick smoke or none at all, and tune it to anything between its fullest blaze or the faintest warmth, each change without affecting any other in defiance of mere physical law. While your will sustains it, mere sand or water will not snuff it, and even other maegi who seek so must contest you directly.

With time and training, you can even learn to refine your flame to a near-invisible heat haze and lose none of its fury, leave it unattended to burn for days and nights, shape it into the forms of beasts and even men that will fight at your command, pull warmth from the flesh of men and leave them frozen, or find yet more esoteric uses.

Dragonborn:

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 come 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 e​ver​, 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.

Blood Magic:

A fell power, but mighty; there is little that blood cannot accomplish, just so long as it is spilled in sufficient quantity. It is whispered that the power of blood may even preserve a man from death, though death may be the kinder option...

You are now an expert in these arts, the foul magic performed in the corners of the world, out of the sight of men. You can curse a man to die from a thousand leagues away by use of an effigy anointed in his blood, or brew up a disease that wipes an entire city off the map in the arteries of its forgotten paupers. Even boiling the blood in a man's veins, or pulling it all out in an instant to rip him apart from the inside, are within your power. You can fuel just about any kind of magic on this list just by making sacrifices of blood - your blood, royal blood... and many other kinds of blood.

If you happen to be a ​Mage​ too, your powers explode further, making you a true peer to the oldest and darkest forces in the world, men such as the Yellow Emperor of Carcosa or the Bloodstone Emperor of ages gone past.

You could bind entire bloodlines to slavery using your powers, or simply eradicate them from existence. You might craft horrific abominations that obey only you and your kin out of the black sludge left behind when you rendered down the armies of your foes, if you're feeling generous - if you aren't, you could simply warp them into your creatures directly and set them upon their former masters, fully aware of what's happening and entirely helpless to stop themselves. And of course, the power you can now draw from blood sacrifice is a thing of myth and horror.

The Lands - 2,200 CP:

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:

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 belong and hard, but the path to a better world is a​lways​ 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.

Should you be targeted by divination or other such effects, you'll find that only your allies are able to take this Perk into account.

King's Landing - Spymaster:

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...

The Stormlands - Commander:

Learning to command is the job of a lifetime, it's something nobles are trained in from the moment they can walk. Although very few ever achieve more than basic competency, to work autonomously from their liege and lead men into battle, you've reached a greater height.

Whether from years of being a squire under a fantastic commander, learning all of their secrets, or a combination of a good library and a mind for the craft, you have become one of the greatest commanders of your realm, and recognised as such in the entire civilised world. Tactics, strategy, logistics, even propaganda and morale, you know it all, and can easily adapt your talents to other worlds and weapons as well.

Iron Islands - The Iron Price:

The Old Way is this: what you take by force of arms is yours by right. The other Kingdoms may object, but the Ironborn have reaved for all of history and beyond - and familiarity breeds a certain resignation to the status quo.

You'll find that, by and large, you can get away with reaving and taking thralls simply because trying to raise a fleet to patrol against you, or worse cause a diplomatic incident trying to rescue your new property, is just too much trouble. As long as you refrain from taking action truly disproportionate to the danger of contesting you - even if you spend years skirting that threshold - most, all but the bitter and broken who've sworn their vengeance upon you, will simply sigh and write it off as the consequence of living in a world with the Iron Islands.

Better, your instinct for where that threshold lies has to be seen to be believed; even when the political waters are churning and you haven't as much as rumour to go on, something in your gut will let you know when to back off and when you can press harder.

This power even extends to thralls, prisoners, and other such; as long as you don't seriously mistreat them, they'll find the risk of trying to escape not worth it. Treat them well and you might even find them coming back to you if freed - there's just something about you... and guaranteed food and shelter in exchange for service is a better deal than many get around here anyway.

In future, you'll find this protection extends to other, similar activities, such as corporate exploitation, tax avoidance or evasion, embezzlement, and so on.

Riverlands - Little(finger) Lies:

You are one of the best liars and actors on the planet, easily deceiving virtually anyone as to your true intentions and feelings, and seamlessly mixing lies and truth to direct conversations exactly where you want them to go. You could get a man to trust you by explaining exactly why he ​shouldn't​ trust you, and yet still have him be taken completely off guard by your sudden yet inevitable betrayal.

Vale - Chaos Is A Ladder:

And you can climb that ladder like a champion. You are ​ludicrously​ talented at conspiracy and manipulation, effortlessly predicting the responses of others and thinking ten or twenty steps ahead of virtually everyone. 

You can keep track of dozens of moving pieces simultaneously, set up contingencies within contingencies, and are in general a true master of both scheming and plotting in all its forms.

Dorne - Plot Armour:

Whether the Dornish have actual plot armour is a constant heated debate. But whether or not House Nymeros Martell does, you do. You could pull off the most blatant war crimes, and you still won't have your House destroyed or kingdom torn down. Just mouth the right words at the right time, and your enemies will seethe, but they'll also back off.

Try not to abuse this too often, because your enemies might just get together and eventually destroy you.

Free Cities - Merchant Prince:

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.

Asshai-by-the-Shadow - Inheritor:

The Asshai'i are a mysterious people, steeped in lore, versed in magic and myth. And few more than you. You have a natural gift for learning magic, for digging lore and artifacts out of the darkness of the past.

You know the right way to step in haunted ruins, methods to translate and understand long-dead scripts, ways of testing for and diffusing lingering magic on that which you seek to take... while this does very little for your actual power or talent with magic, it does make you incredibly able when it comes to acquiring knowledge or artifacts. And knowledge is a power all its own.

Ghiscar - Discipline:

Much is made of the lockstep legions of old, their martial culture, their integrity and honour. You represent perhaps the purest embodiment of that ideal on Planetos, finding it almost trivial to instill a sense of unity in those under your banner. They will work not just harder but better, learning faster, bonding with their fellows at their sides,and growing into proud descendants of Old Ghis. In a matter of years, you could turn a ragged band of sellswords into the most professional fighting force on Essos - or a nation into a rising martial power.

Stepstones and the Disputed Lands - Little Fish:

Piracy and disorder have ever had the run of these lands, and these practices are now sunken within your very blood. Not the actual acts, mind you. The ways of surviving them, to be able to keep committing them.

You may or may not be an excellent schemer yourself, but you're great at disrupting others. Shattering alliances, getting allied armies to turn and go for each others' throats... given the barest degree of time or resources, you can make it so that going after you is simply not worth the while, by playing one party against each other, over and over, until they hate each other far more than you.

Slaver's Bay - Instructor:

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.

Summer Islands - A Better War:

War is barely known on the Summer Islands, and much more resembles what Westeros would call a tourney - a highly ritualised battle at a preset place and time, consecrated in advance by their priests. It's no less serious for all that, as defeat means exile from the island and the victor gaining whatever was in contest, but there is no mass slaughter and no collateral damage.

You carry this spirit with you; when you find yourself at odds with another, you have an amazing ability to limit the scope of the struggle, whether it be by getting your opponent to agree to terms, maneuvering events to keep things contained, politicking to prevent their allies and superiors getting drawn into the conflict, and any other means you might find necessary.

Qarth - High Civilisation:

Among the Nine Wonders Made by Man are the triple walls of Qarth, engraved all along with richly detailed art, and the city within following suit. Sophistication is highly prized in Qarth to the point that the Sorrowful Men will apologise before assassinating their target, and to weep in times of emotion is considered civilised.

You are a master of refinement, art, and manner; you can grasp the zeitgeist​ of a culture merely by immersing yourself for a few days, perhaps even as little as hours for simpler peoples. Within a week you'll be able to pass as a native so well that even if you don't share their physical appearance the locals will most likely assume you were adopted at a very young age. This makes you a dab hand at diplomacy, small talk, art critique, and a hundred other little things, everything you could possibly need to be the most sophisticated person in whatever room you walk into.

And remember - when you know a culture that well, you know all its levers, too.

Yi Ti - Dynasty:

The true length of Yi-Tish history is a murky topic, but none can contest that it is long indeed, even if it isn't the first civilisation in history as they like to claim. You bear the seeds of that achievement within you, knowing instinctively how to build edifices physical and otherwise that will stand against the test of time, the whims of fate, and human venality.

At little more than a glance you can judge the strength, effectiveness, and corruption of a system, and know how best to improve, exploit, or sabotage it, as you will. Any Emperor would be glad to have you as a courtier... as long as you were on his side.

Items:(+600 CP) 

Dragonglass - Free:

An unbreakable obsidian dagger and a replenishing quiver of obsidian-tipped ammunition. What kind of ammunition? Whatever kind you last slid into the quiver. It can handle anything up to the size of a scorpion bolt, though it'll take a minute or two to make one of those barring other synergistic perks or items.

If you have a weapon advanced enough to obsolete a quiver, it'll morph into whatever other sort of ammunition repository is appropriate, or become an attachment if you're using a weapon with an integrated power source or ammo fabricator.

Transportation - 100 CP:

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 CP:(Valyrian Steel Sword)

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.

Strategy Guide - 100 CP:

When you play the Game of Thrones, you win or you die. Still, it seems rather unfair that you should perish for the mistakes of your less able pre-insertion Jump identity.

This innocuous notebook (or other information storage) contains a complete and fully accurate analysis of the natures, motivations, and loyalties of the political, social, and economic actors someone in your position would be dealing or expecting to deal with. This doesn't include genuinely secret information, but anything that could be gathered by dedicated 24/7 surveillance and investigation from trained professionals, this notebook will have. It also includes any valid metaknowledge you have available.

Without your permission, prying eyes will find only idle musings on a thoroughly uninteresting and forgettable topic. Should the notebook be lost, stolen, or destroyed, you'll find it in arms' reach the next time you have a moment to hunt around.

Supplies - 200 CP:

What good could it do to come from an advanced society with wondrous devices and materials if you can't make any use of it? This purchase provides a regenerating stockpile of supplies and raw material from your crossover setting (which may be the Jump's crossover, the world of any Powers you purchase below, or your original world if your Origin is not Crossover); you may choose between a Warehouse extension or a portable storage device thematic to your crossover.

The stockpile will regenerate over time, but the less common the material in question the slower it will do so. It may take mere minutes for the likes of paper and ballpoint pens, up to years for something as rare and valuable as mithril, and perhaps longer still in settings of truly great scale.

In future Jumps, this stockpile will expand to include materials from all past Jumps, including ASOIAF-native ones from this world.

Animal Companion - 200 CP:(Dragon Egg)

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.

For 200, you may instead acquire something more dangerous and/or magical such as a mighty direwolf, regal lion, lethal shadowcat, or savage bear; you aren't necessarily restricted to creatures shown in the books, though you are limited to something on their level and to what could sensibly exist. You may also acquire a dragon egg, ready to hatch.

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 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.

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.

Those with the ​Dragonborn​ perk can discount the dragon's egg and young dragon options, and may acquire a truly mighty steed with half a century's growth over the young dragon for 400CP.

Finally, your nation of origin or arrival, as appropriate, discounts you all thematic purchases, such as direwolves in the North or horses on the Dothraki Sea. This stacks with ​Gift of the Children​, though 100-level companions become two for 50, not completely free. This may never provide an additional discount on dragons, even if you begin in the Valyrian Freehold.

Glass Candle - 200 CP:

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...

Castle- 200 CP:

A good, strong castle with a plot of land appropriate to your means and station, which you can bring with you into future Jumps as a Warehouse attachment or imported into the Jump itself. Your castle and land retains upgrades, and sheds damage at the end of each Jump. If you're a Noble, this automatically incorporates your demesne, but also includes some private land you wouldn't otherwise have owned. You may freely incorporate any future land, kingdom, or property purchases into this Land.

Resources - 200 CP:(Disabled Until Post-Jump) 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, 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.

Legendary Armour - 400 CP:

A complete suit of Valyrian Steel or Starmetal plate armour that fits your aesthetic, light and well-crafted enough not to impede your movement at all, rendering you quite impervious to mundane weaponry - though do mind that you can still be thrown around inside it by a hard enough hit - and highly resilient to hostile elements of magic and other supernatural effects.

It grows stronger to always provide the same relative level of protection to you as its base form would to an ordinary man, repairs any breakages in your next period of downtime, 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 armour option you find in future.

As a bonus effect, it doesn't impede your vision at all, and the power worked into the armour prevents anything from getting through the eye slits or joints - if they want to hurt you, they have to beat your armour the hard way. This explicitly applies to gas, smoke, or similar, as long as you don't succumb to Westerosi culture and go into a fight with your helmet off.

Writs and Papers - 400 CP:

A miscellaneous sheaf of documents, innocuous until you need it and then always to hand. This will handle passports, identities, permits, certificates, proofs, and other such legal documents, as well as blueprints, plans, forms, and other technical papers. It can even provide land deeds, if there's no extant rightful owner, or help you skip the tedious bureaucracy of buying a place - just get the funds together and the Writs will absorb it and spit you back out the appropriate papers, while the necessary files settle into place wherever the local authorities store them. And no matter how attentive the clerk, how eidetic the memory of the archivist, they'll never notice it didn't arrive in the usual manner.

Any taxes or tribute you're expected to pay won't be coming out of your pocket, either; the Writs will handle it automatically so that nobody suffers a loss and everything's accounted for as expected. You can always choose to withhold some or all of it, of course, if you don't want to pay - just be wary of the consequences if someone notices.

The Complete Encyclopedia - 600 CP:

You have two options for this purchase.

First is the Planetos Edition, a total accounting of the entire history and present day of Planetos - events, plants, creatures, resources, people, magic, and more, including information that was long since lost, though lacking that which is yet kept carefully restricted from those of your station or otherwise held truly secret.

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 y​ ourself​ 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.

If lost, damaged, or destroyed, they'll show up again the next time you go looking for them, as long as there's somewhere nearby for you to pull them out of. Created sub-books don't share this protection; they're totally mundane objects. Do be careful who you let get their hands on them.

The second purchase of this Item is discounted regardless of where you spend your tier discount.

Powers:(+400 CP)

Pottering About - 400 CP:

You are a wizard of the Potterverse, fully-trained to the highest standard in every subject (core or otherwise) offered by a magical school, with a particular specialty in a single field - perhaps you're a Transfiguration master on the level of Dumbledore or McGonagall, or a potioneer to rival Snape, or an Alchemist with the potential to be the next Flamel.

Comes with a perfectly-matched wand, a surprising facility in wandless magic, and a knack for developing new spells. For clarity, this makes you by default an inexhaustible canon-Potterverse wizard rather than having any fanon magical cores going on, though if you're also a Mage I'm sure you could come up with all kinds of interesting tricks. If you wish, you can instead take a fanon Potterverse system.

For purposes of this Power, Ancient Runes are by default used in warding and enchanting, as this is never clarified in canon.

Captain Planetos - 400 CP:

Good becomes great, but fortunately for you, your Benefactor will interfere to stop bad from becoming worse. You've been dosed with the archetypal Super-Soldier Serum, sometimes known as the Erskine Formula, pushing all of your physical and mental capacities to the very limit of biological capability. You can bicep curl a helicopter, outsprint a car, withstand a parachuteless paradrop with nary a broken bone, and do all of it full-out for hours before you even begin to tire - even then, a mere couple of hours' sleep a night is enough to fully refresh you. Your senses, reactions, dexterity, and mental faculties are all similarly heightened.

Comes complete with a veteran's experience and steady nerves, a head for strategy and tactics, and a real talent for leadership. You've got to live up to the legacy, after all.

A Green Hand - 600 CP:

A there h​as been one like before in this world. You're Garth Greenhand reborn, in all his power and majesty. Tall, broad-shouldered and majestic, you are the very image of a king. But it's upon looking deeper that your truth is unveiled.

Life ​pours from you, unabated and unchecked. Yours is a power ancient and eternal, such that farms and fields blossom in your wake, old people find strength returned to their limbs and disease and death fade like dew in the sun.

You are like the Old God who inspired so many stories. From healing any and all injury to bringing the recently dead back to life, you can do it all. No disease can resist your touch, and miracles occur every day around you.

You can see into the minds and souls of those you touch, and even judge them as is your right as a living god. You can pour vitality into people to turn back their age, or use those same flames to burn them to ash.

Númenórean - 600 CP:

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 200 CP, the blood of Númenor flows through you as it did the Dúnedain in the latter days of the Third Age - diminished, but yet strong. You have a particular knack for battle, smith-craft, and sailing, but regardless of what arts you pursue you'll find yourself sharp of mind and strong of limb, on the taller side for your kindred. You can expect to live perhaps twice the age of lesser Men, and illness or disease will seldom touch you.

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 unfolding 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. However, you may choose to remain a somewhat normal size or you could choose to grow into this height or one you so choose.

Drawbacks:

Insert Protagonist Here +400 CP:(Viserys Targaryen)

You've been Inserted! Choose a significant canon character; you're now inhabiting their body. It's up to you how this came about, but by default nobody knows this is the case, and you have full access to their memories and mannerisms in a way that will not affect your identity or sense of self in any manner you don't wish it to.

The Longer Night - +13,000 CP:

For every tenth purchase of this your time here is extended by a year. Just be careful this world has a number of dangers even to those who stand at its peak. Staying here may give you some more opportunities, but it also carries many perils. Lastly, depending on how long you plan to stay you may need to find some method of extending your lifespan.


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