webnovel

Jumping through Realities

A fat Guy Dies By a shout, Gets introduced to Mr. Jump who was laughing his ass off the fat Guy Aka Kareem and then shoves into an incomplete Jumpchain

moh999 · Book&Literature
Not enough ratings
6 Chs

First World and Choices

The omniverse, A Dream of Many introverts from many countries and a subject of debate for many, see , though the human species is riding the high tide of technological advances

and Scientific progress their Greatest Talent is their creativity, they have in short four centuries achieved what would have been thought impossible or unthinkable, still this theory conflict with religion especially those who preach of an after life and though religion Still ruled the baser instincts of Homo - sapiens and many instances Reigning it down, it was still subverted into a tool for the benefit of few and the Harm of many, those introverts kept their Dreams and wishes inside their hearts out of fear of those few, for there is nothing more Dangerous than a fanatic...

One case is a Regular looking fella was browsing through Reddit,clicking and typing, reading about a subject which is the new sensation of shut-ins like him, Jumpchain,Which can be defined as basic form of Choose-Your-Own-Adventure game, one where there are thousands (literally) of documents to choose from,

The "Jumper", so in other words the central character who participates in the Jumpchain, buys perks and items from one document after another, spending ten years in each of them unless stated otherwise, and carries purchases and anyone who is willing to do so along to the next. While Companion Purchases are a standard in more modern jumps it is generally assumed you can take anyone who wants along and so the creation option is usually combined with a import option.the ability to traverse the world's beyond is what he Coveted, he was not some tragic hero who saved a child that would grow to cure cancer or any of that Troup of nonsense the Webnovel writers are obsessed with, or some insidious Mc coming from the dark recesses of an east Asian writer that would grow to practically Do atrocious Deeds at every step he takes or make women do silly faces while orgasming and Do NTR or other crap (those people Neeeded God Badly!), No, sir, though he wouldn't mind the transmigaration part!.

As our guy Kareem was contemplating and clicking around and reading the descriptions and the Novels, he gets bored of the repetition.

" Man, these guys actually choose Pokémon or HP all the time , like no imagination whatsoever, I mean there are practically hundreds of Worlds out there, though I can't begrudge them Some of these worlds are but death traps, ASOIAF, the Elder scrolls and Warhammer come to mind right off the bat, especially the last one." thinks our friend while having 'shivers' go down his spine as he imagines that hellish world and sends a prayer to any poor fool who gets sent there on their first tryst.

While Our boy keeps scrolling and showing statistics of different jumps, their perks, species and Items, while formulating different combinations over and but their was a slight miscalculation every time and that was the human factor .... Kareem had an obsession for collecting 'stuff' it was a compulsive need that would be nagging in his brain till he had it, this continued For the better part of a day till night came in and our boy misses the sudden strange noise, too engrossed in his own head and when 

He started going numb he slowly start Rise from his desk and leaves the the seat quietly and grabs the door handle and as he was about to open the door, someone slammed it open in his face and yelled "SURPRISE!!!" And that was it....

Being the insocial introvert he always was, meant that he had obesity and a weak heart so with that one great ...shout he slammed into the floor hard like he was FUS'ed the fuck out because his heart gave out totally and he died.

The Screen showing that event goes black, in room with our fat friend donning a flabbergasted and pained look on his face while the other person across, a smartly dressed fellow in a tux that scream 'business', was doing his best to not burst out of laughter and Doing miserablely at it, as evidence of the tears threatening to fall from his eyes till."Hahhahhaahaha hahahhhh, My word, that's the funniest thing I've ever seen in millennias, I have no doubt that's gonna be on reddit and many will laugh at it,  to die at your birthday because your brother's 'surprise' shout?!,oh man that's hilarious." Said The guy will to the Kareem sitting across from him, to which Kareem made sure to show his displeasure on his face by glaring holes in his opposing seat holder, that continues till the man cleared his tears and turned to our friend," Now don't be like that I came here to offer you what you always Wished for!" Says the Man," Oh sorry where are my manners, my name is too hard for you to pronounce so just call me Mr.Jump and I'm your ....Jump Chan so to speak but don't go calling me that, I hate it, you were chosen as the Jumper by yours truly as my new source of Entertainment, so Rejoice!" Said Jump to  Kareem who kept staring at the man dumbly for a minute before he Nodded,

" Good?, Good!, So you know the rules ?! If you don't let me give it you :

1. Keep your Jump A.K.A. 'Muah' entertained At all times or else....

2.Always get involved in the plot and I do mean Always as I won't be having you cowering in some corner till it's safe!.

3.obeying The CP limit is non negotiable though you could cut some deals if you forfeit some of your CP for a jump for example staying more than a decade and Accumulating Points each Decade in one reality is somewhat OK, IF that world is Extremely Dangerous and that's it but you would be set by goals that you must Accomplish but your Cp is halved for each decade you stay though the drawback will still give the same amount of CP.

4. Your can't Make Duplicate jumps Unless I set you a Hard Goal or you can convince me.

5. No lewd Jumps and No Multiplayer and No Gamer Powers(at least until you reach 15 jumps safely).

6. You are allowed to pick 4 Jumps from a document I will serve you, for each one I choose because I am to busy to babysit you example I made the first jump and you chose from a pre-made document of 10 realities the next 4 jumps."

Kareem's eyes shine for a moment before asking the important questions "and what's the first Jump if I may ask ?", Mr. Jump Grinned and Said "A Song Of Ice And Fire!" , Kareem's eyes widened like saucers, "No! please Not that one! I'll be dead in the first day,if not,then first week, please there are Have to be some other worlds, like 'How to train your dragon', 'Arrowverse', 'Smallville' or anything!" Kareem's begged and tried to alter his destination but to no avail," Look,kiddo, you seem like a Good Guy so I will Help ya out, The Third rule I mentioned? It's special to me and me only, you could use that Build your Character, Change Drawbacks mid jump only if your stayed over 20 years and buy new things ,perks and items only!, plus the ASOIAF jump gives ya freedom at starting date as well!, So what say you?" Said Mr jump.

After a long pause Kareem consented to which Jump said with enthusiasm " Great , Now I'm new to all this and barely have snippets of the what's and whatnots, So we gonna Help each other out, you should know that your Jumps isn't complete, it can't yet hold houses or other crap like an Entire dimension for a dinosaur Continent or some other over powered shit, you gotta earn that Crap, you hear?!Good!" Said Jump, not hiding that from Kareem to which he begrudgingly thanked for informing him and leaving him in the dark like some systems that only during need tell their hosts of crucial Info, so he sat out to the panel and started reading :

"ASOIAF

Welcome to Westeros! This is a world of knights and kings, of sorcerers and greenseers, and of

the many, many stories that people have written of them.

Would you like to meet the trueborn children of Robert Baratheon, or would a Dragon with all

the attendant Valyrian mysteries be more to your taste? Would you be the hero or the villain, or

the prince of a new power brought here by mysterious forces?

It's all possible in these changed, wondrous lands, jumper. This is the world of the vast amounts

of fanfiction written on the franchise A Song of Ice and Fire, with its own tropes and sub-tropes.

Whichever way you decide to take the story, you get 1000 CP to do it with.

Times and Places

You may pick any point on the planet to arrive, and any time between the First War of the Dawn

and the latest events of the story.

Age, Gender, and Species

You may freely decide both your age and gender for this world. You may be of any canonical

intelligent and/or magical species you possess the appropriate Perks for - e.g. if you wish to be a

Child of the Forest, you must have Gift of the Children."

He Started as Male,obviously,20 years old or Name days as they call it in Westeros, also chose to be still Human although it would have been cool If he was a dragon

or an earth singer.

"Origins

This is who you are in the story. If you want you can just get the  discounts for one of the origins

without  the  attached  memories, treating it as a Drop-in, essentially.

Self-Insert

Someone from a modern Earth inserted into this world! Will you bring about a Renaissance, or

get busy playing the local games? Let's wait and watch.

Crossover

Or could it be that a character from a different story has arrived? The villain, the hero, it doesn't

really matter. There's a slight tendency for these to gravitate to the North, for whatever reason.

OC

The fourth Baratheon Brother, or the third Targaryen brother… possibly the Trueborn son of

Robert, or maybe just another Stark? Maybe a giant, or a half giant. Are you the last head of a

Valyrian Freeholding Family that made Targaryens look like palace sweepers? Or maybe you are

the TV show's Night King in the ASOIAF timeline, fighting against both Men and Others.

Canon

Or maybe just a canon character who went a different way somehow. Some crucial realisation

that went unnoticed in canon, or someone who is somewhere else from where they were in

canon.

Perks

For each origin, the associated 100 CP perk is free and the others cost 50%.

General

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.

Giant Blood - 100/200 CP

Few indeed can contest your might. For 100 CP you are head and shoulders larger than a normal

member of your species, suffering no loss in dexterity or agility and practically brimming with

strength and vitality. For 200CP, you're a giant full-fledged (or perhaps part of a particularly

colossal species like kraken, or an older member of one that continues to grow over time, such

as dragons) - massive in stature, immense in power, and frighteningly fast for your size."

He Chose to be inserted in the world as he can't still handle the thought of another parent but his, it was passion that blinds his more critical thought but what's a human if not a sentimental and passionate beings, and took both Winter is coming and chose teaching as a profession as well as Giant Blood for 100CP , his first official purchase.

"The Lands - 200CP

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.

Westeros

The North - The Honorable Lord Stark

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.

The West - Rains of Castamere

You're terrifying. When you want to, you can make your every movement, every word,

every facial expression radiate a formless kind of fear that's only worse for having no

source that anyone can point out.

It even comes through in writing, by voice, in video, or in any other transmission

medium, and you can dial-a-yield it all the way from nothing to full power. Moreover,

that full power only gets stronger the more things you've done to be worthy of your

mantle of terror - and should you find yourself needing to teach a lesson, to prove

yourself thus worthy, you know precisely how best you can really make it stick.

You know how to be conventionally intimidating too - how to discomfit and cow people

by gaze and tone and posture, how to present a totally inscrutable mien regardless of

what emotion may rage within, and of course, how to encapsulate the fear you inspire in

timeless quotes that spread like Wildfire.

Do you believe in angels?

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 be long and hard, but the path to a better world is always open to

you and your fellows, no matter how sublime the machinations that surround you, how

tempestuous the tides of fortune, or how bitterly the cosmos seeks to grind down any

trace of a brighter future. Your foes can throw obstacles in your way, but they can never

close it off entirely.

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.

Essos

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.

Dothraki Sea - Horselord

You are a fierce warrior and a lethal archer, especially while mounted, but above all, you

can ride. Horse or otherwise, on land or sea or air or even void, it matters not; your

mount flies like the wind, endures like stone, and knows your will as if you are of one

mind. When you slake your thirst with the blood of your mount in the traditional

manner of the Dothraki, you'll find all the sustenance you need therein, and never risk

sapping your companion's strength. Even should you find yourself 'riding' a beast of

metal and caged lightning, or stranger things besides, your skills will not falter, though it

may be a mite harder to sup on its lifeblood.

Moreover, when it comes time to raid and ravage, to descend as a scourge upon lesser

men who walk instead of ride or upon the khalasars of your foes, you can feel in your

bones where you must go for the greatest plunder, to spill the most blood, to avoid the

traps they lay.

Even in the bitterest of battles, you dance the arakh's edge between death and victory

with a skill not seen in ages of the world.

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 instil 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.

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, manoeuvring 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.

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."

It was a Rather Hard Choice and with the 900CP he cut that more by taking The North for Free, as well as the Iron Islands, The Vale and Dorne for 300 Cp, Cutting his Cp to 600 and Taking Asshai by the shadow for 200 cutting him Down to 400 Cp left but he wouldn't Regert it, he was looking at the Qarth and Free Cities perk with pain Muttering Soon over and over.

" The Seven's Favor - First blessing is free, The next 200 CP

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.

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.

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.

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.

Crone

You have the Crone's own wisdom now, and with it a gift for the scholarly pursuits that

would shame any Maesters who try to compete with you. From numbers to languages,

there is little written in a book you cannot master in short order, your mind working like

greased lightning and your comprehension of such things matching great wizened elders

five times your age.

You have true wisdom now too, not just the ability to memorize things. As soon as you

read something you understand it, on as deep and inherent a level as possible, and can

use it to the absolute fullest extent possible in all the practical ways it is possible for

such a thing to be used."

He chose the Father, The Crone and the Smith, just their wording makes them far more Valuable than any thing and now he is down to 0 Cp but he can take Drawbacks, so he chose to continue cause the second decade on Planetos will only Give 500 Cp + the Drawbacks.

"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 inherentdownsides such as Necromancy, or limitations such as requiring foci or incantations, or being

impossible to cast in armour, sufficient skill and knowledge may eliminate these flaws at a

commensurate cost in power - and even that will shrink as your mastery grows.

In addition, this perk ensures that all such paths to power are always open to you, in every world

you go. Wherever there is a style of magic, or other supernatural skills to be learnt, you start

with a decent level of talent in it, and can proceed without compromising any of your other skills

in any way, even if certain kinds of power would normally be mutually exclusive.

Finally, you may choose to become a true exemplar in one or more styles by purchasing them

hereafter, though this Perk is not required in order to do so. Should you do so, your well of

power will grow as it would have over the years of training and effort required to hone those

skills.

Magical Training - Variable

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- 100 CP

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 - 100CP

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 - 200 CP

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.

The Ice's Touch - 200CP

Ah… this… this is a foul power, jumper, an art and science mastered by things of a

bygone age, that dwell beyond the edges of the civilized world.

You are now an expert in the ice magics and arts of the Others, with all that that implies.

Maybe you're one of them yourself, maybe not, but your skill at the art remains. You can

bespell ice to be as strong as steel, if not stronger. You can raise the dead, and wield

command over them for as long as your power remains. You can affect the environment,

bringing the Always Winter with you to all the places you go.

And if you are a Mage as well, well, that makes you mighty indeed. You stand as an equal

to those like the Night King himself, highest among those empowered by the Great

Other. You can raise entire armies at will, entire populations of giant lands, and sustain

them for endless eternities. You can build whole cities out of your ice, and can at will

bring the coldness of death upon vast areas around you.

Garin's Gift - 200 CP

The blood of the Rhoynar flows strong in you, and you have awakened to the gift of the

old Water Mages of their ancient kingdom, long destroyed after centuries of conflicts

with Valyria.

Just like any great Rhoynish maegi, you can call upon the water to drown your enemies

on dry land, bring life to barren desert, heal wounds, cure or inflict curses and disease,

and perhaps other, more mysterious powers. Should your mastery grow great enough,

you may even unleash such a plague as the incurable Greyscale - which, as it happens,

you are quite immune to, being a favoured child of Mother Rhoyne.

If you also happen to be a Mage, this makes you every bit the master of these arts as

Garin the Great ever was. You can commune with Mother Rhoyne herself at will, but

even without doing so you far outstrip any ordinary master of water in every aspect. The

powers of curse and ruin available to you, especially, are something to behold - a

manifestation of Mother Rhoyne's wrath and sorrow for her people.

Alchemy - 200CP

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 - 200 CP

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 enthral 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 - 300 CP

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 ever, and a beyond-genius master in all other Valyrian arts besides. You

have mastered the art of Fleshcraft, able to shape flesh and bone as easily as potter

shapes mud, crafting monsters or abominations like those found in Gogossos or

Mantarys with contemptuous ease.

You can forge Valyrian Steel and shape stone with naught but your will, crafting mighty

Dragon Roads or great fortresses like Dragonstone. These, and all other Valyrian magics

are yours now, and with such power and mastery that even the Dragonlords of old would

have held you in respect.

Shadowbinder - 300 CP

You are of the Asshai'i now, born of the Black city that sits at the edge of the world. Just

like so many others of such lands, you have powers those dwelling in more inviting lands

can barely even imagine.

You can bind shadows to do your bidding, spawning assassins that can get in and out of

any place not protected by someone exceeding your power. You can somewhat move

through the darkness, stepping into it at one place and coming out further away than

should have been possible. Many and mysterious are the powers of the Shadowbinders,

but you have them all now.

And if you are a Mage as well? Well, that would make you someone even your fellow

Asshai'i would fear and respect. You are the darkness now, a wielder of the shadows and

the night that defies belief. You can corrupt any and all creatures with your power,

seeding horrific things into their flesh that turn them, in time, into your slaves. You can

travel across entire continents using the shadows and dark places of the earth.

Given time you could bring about another Long Night, like the Bloodstone Emperor once

did, or raise entire armies of shadow-spawned assassins, or turn whole cities into Corpse

Cities much like Stygai, the land where even the vilest and boldest fear to tread.

Blood Magic - 300CP

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."

I took Both Mage and Gift of the Children and my account settled at -600CP and with that I thought I had enough torture and just skimmed to the Draw backs .

"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.

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.

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.

Nobility - 100/200/300 CP

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.

Self-Insert

Memory of Ages - 100 CP

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.

This makes your memory perfect, and fully retroactive. It will, however, allow trauma, grief,

sorrow, and embarrassment to fade and heal with time, as well as eliminating any memetic

effects, and allowing you to deliberately forget things you don't wish to remember, while being

aware in general, non-distressing terms what you forgot and why, unless even that would be too

much.

Not Today - 200 CP

Westeros is a harsh, brutal place that tests everyone to their limits and leaves most of them

broken and dead. But not you. Your will to survive is a thing that even the Stranger hesitates to

confront.

No matter how you are beaten, broken, or battered, you simply will not stop unless the very last

breath of life leaves your body. You have unbreakable willpower and determination and can

cling to life via sheer stubbornness and rage, to the point where failing to deliberately confirm

their kill might be the last mistake your enemies ever make.

Leadership - 400 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 - 600 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.

Crossover

Man of Culture - 100 CP

Language and culture: two things that never seem to conflict in someone thrust from one

location to another. You will manage to discover and internalise the positive aspects of a foreign

culture and language, while subtly deemphasizing the negatives in those around you. No longer

will you be unable to understand your new friends in word and deed, and nor will they

misunderstand you.

Best of Both Worlds - 200 CP

There are a great many things that go together very well. Hot fresh bread and jam. Milk and

cookies. Spicy salmon fillets and sour-cream-and-chive dip. Now, we can add one more to the

list - things you bring between different worlds.

You have an incredible knack for spotting combinations of techniques, skills, and materials -

even abstracts like governmental systems or economies - that can be combined to make

something more than the sum of its parts. This can range all the way from simple carpentry to

the intricacies of deep magical lore and beyond, just as long as you've the skills to handle it.

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.

Out of Context Powers - 600 CP

You have powers this world has rarely, if ever, seen before, magical, mysterious abilities that set

you far apart from the ordinary denizens of this planet. Maybe you're Garth Greenhand reborn,

or perhaps you're the Dovahkiin or the Dragon Reborn.

To put it simply, you gain a stipend of 600 CP to spend solely in the Powers section.

Original Character

Over The Top - 100 CP

You are now one of the very best there is at what you do, and what you do is one of the many,

many professions common around here. This perk is similar to Winter is Coming in that it

provides you skill at one of the professions common in this world, but that's where the

similarities end.

You have extreme, ludicrous levels of talent and skill in your chosen profession now, blowing

away most of the opposition with ease. It's almost as if you were a character specifically created

to show up the native inhabitants of the ongoing narrative.

You may purchase this more than once to gain a similar level of skill at another Westerosi

profession. Further purchases are not discounted.

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 extra 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.

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.

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.

Canon Character

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 predictably but the more you know about what scheme you're

defying and the more intelligently you plan your own responses, the less collateral damage

occurs in the process. Or you can just crash around like a blind wrecking ball and accept a

certain measure of sloppiness, that works too.

This effect can be toggled if you're trying to be subtle or just don't want to be bothered. It also

has selective targeting so you don't friendly-fire an ally's schemes without intending to.

Questing Hero - 400 CP

Well, this is a surprise. Generally it's considered a bad thing to hear voices in your head. You, on

the other hand, have the assistance of a surprisingly knowledgeable conclave of, at minimum,

armchair-level experts in one thing or another. There's always at least one or two genuine

experts in the group on any given topic that isn't particularly rare, and sometimes even for

topics that are.

Whenever you have to make an important decision, you find these voices debating it amongst

themselves as if it were them making it. They look at implications, feelings, strategic and tactical

objectives… and a whole lot of other things too. And while some arguments may be…

questionable, it's the sound ideas that get sifted through deliberations. Somehow, they do this

in no time at all by real-world measurement, and you're able to ponder their suggestions at

length in the timeless moment this creates before deciding what you'll do.

Given their unusual viewpoint, these voices tend to know things you don't about the situation,

the world, and sometimes even your own capabilities, allowing them to steer you away from

hidden pitfalls or take advantage of goings-on you'll only find out about in hindsight.

Moreover, you have the benefit of a particularly high-quality collection of voices; you're

guaranteed that aside from their cheerful metagaming, there won't be any bad actors among

them worse than occasionally trying to catch you with mild embarrassment. And if you keep

running into something none of them have expert knowledge on, you'll find one of them

studying up on the subject in short order.

You can shut them out whenever you like, but why would you, when they only want to help?

The Seed is Strong - 600 CP

Very strong. You have the blood of kings and heroes in you now, and it runs true in all forms.

You have any and all powers ever possessed by any of your ancestors, even the ones that were

not supposed to be inheritable.

In addition, you are, in general, quite possibly the most perfect, the strongest specimen of your

kind that exists in the world. As a human you become a Post-Olympian, a magnificent specimen

of a person with strength, beauty, flexibility and all other attributes pushed as high as can be.

In future jumps too, if and when you become some other species, race or whatnot, you always

emerge as equal to the absolute greatest of the kind that has ever been seen, if not greater still."

Memory of Ages came Free so i took it shamelessly, no sense to squander CP when you have none.

"Items

One 100CP Item is free, and one from each further price tier is discounted. Wherever relevant,

you may import existing items at no additional cost. You may not discount Items under the

Special heading.

A Song of George R.R. Martin - 100CP

A complete collection of the novels, TV show, supplementary materials, and Word of GRRM, up

until the moment you left your home Earth. In future Jumps, you'll acquire a similar amount of

material that gives you a similar level of insight into the world you're about to visit.

Dragonglass - 100CP

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.

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.

Legendary Weapon - 200 CP

When it comes to weapons, some are just a cut above. This purchase provides you with a

local-technology (i.e. mediaeval) weapon of your choice made of Valyrian Steel or Starmetal - or,

if you'd prefer a bow, dragonbone or the Summer Islands' legendary Golden Heart wood.

No matter how powerful you may become, this weapon will flawlessly keep up with you, cannot

be damaged or broken, accepts any upgrades you apply with the best possible results (which

count as part of its base form for the scaling effect), and can be imported into any appropriate

weapon option you find in future.

If you purchase a bow, you may repurchase this option at a discount to acquire Valyrian- or

Starmetal-tipped ammunition. This manifests as a replenishing quiver whose arrows will not

break before they strike and whose shafts and arrowheads will then contrive to break, get lost,

disappear the instant nobody's watching them, and otherwise refuse to be used by your foes,

unless it's to your advantage.

The quiver as a whole is unbreakable, and both it and the ammunition it produces will morph to

fit any weapon you import their bow into, and share their bow's scaling effect and ability to

accept upgrades.

Firearm - 200CP

A weapon to obsolete all the weapons of this world, though not by so much as to overcome

massed numbers. You have one man-portable firearm of your choice, and some reloads plus

something to hold them in.

You'll always be able to find more ammunition in a pocket or nearby container if you've got the

time to scrounge around, though be careful about running out in the middle of a battle. You'll

never suffer a jam, breakage, or wear-and-tear, and if deliberately sabotaged or broken by an

enemy a little fiddling around and maybe a technical knock will let you repair it good as new.

In future Jumps, this weapon will improve as much as necessary to maintain a similar level of

power relevant to the common weapons wherever you arrive; this effect will never cause it to

weaken.

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 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.

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.

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 eyeslits 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 - 400CP

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.

Manual - 400 CP

You may be used to the fate of nations pivoting on personal power - here, it's the size of your

armies and the skill and discipline of their men, plus a healthy dose of politics. Even if you're

entirely capable of rolling over any direct opposition you face, keeping control in the long-term

is a rather different beast.

Fortunately, this manual is just the tool to help you overcome that bottleneck. It contains a

complete set of instructions and exercises to teach a perfectly ordinary person the generic

powerset and/or knowledge base of your crossover setting, even if it's something rooted in an

inborn potential such as chakra coils.

There's no guarantee how powerful they'll become, and the development of any special powers

or exceptional ability is entirely up to chance, their own aptitude, and how much extra work

you're willing to do to get them there, but at the very least they'll be able to qualify as average if

they put in a few months' dedicated effort.

If you don't mind letting it out of arms' reach, other people can even use it to teach in turn,

though they'll only be able to help a novice get up to their own level before they're both reduced

to puzzling through the rest of the instructions together.

Thankfully, if the Manual itself is lost, damaged, stolen, or just not nearby, you'll find it in arms'

reach next time you look for it - and if someone got their hands on it who shouldn't have, the

instructions they'll have found will be subtly wrong in just such as a way as to sabotage them as

badly as possible.

In future Jumps, the Manual will allow you to impart any system of powers, skills, or other

abilities you possess, as long as there's a training element to them - you could teach Haki, but

not being a Kryptonian.

Resources - 400 CP

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.

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 yourself instead; if you're of a level equivalent to the setting's, it'll prod you in the

direction of advancements you could make, though it won't handhold you through them.

To anyone without your permission to be using them, these books are completely uninteresting

and forgettable. If you want to strike a middle ground, you can have them pretend to be much

more specific books with a fixed number of pages, on any topic or spread of topics you like, as

long as it's information they actually have. You can even have them create copies of these

specific books, if you wish to hand them out or build up a library.

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.

ISOT Ticket - 600 CP

Choose another setting. Maybe it's a published one, maybe it's one that's only ever lived in your

imagination, but either way a group from that franchise is arriving with you. Maybe it's a city, or

a state, or an entire Empire, or a simple company of soldiers - it's up to you. You may optionally

have a documented background and/or Jump-memories as a member of this group.

Due to the nature of ISOT scenarios, the import will arrange itself to prevent a total steamroll of

one side by the other, no matter how great the power disparity. In extreme cases, this may result

in very limited contact between the two groups, at least before any tech/ability leakage and/or

work to improve whatever method connects them. This effect will take into account the

character of the imported group - the Culture could get a lot more through to Planetos than the

Chaos Gods could, for example.

You may choose whether or not to use this ticket at the start of each new Jump. When doing so,

you may choose groups from past Jumps in addition to fictional settings, and may optionally

have them be from your version of their timeline or the canon one. Post-Spark, this becomes the

ability to quickly and easily create ISOT scenarios of your own design. If you fail or quit your

Chain, you simply gain one use of the Ticket each decade.

Power - 600 CP

With advantages like yours, is it any wonder you've built something truly special? This Item is a

little different; rather than representing anything specific, it reflects the effects of your Perks

onto the world around you, combining and enhancing their synergies.

A Spymaster would start the Jump with a spy network already in place. A Noble with

Commander and Merchant Prince would find his household troops and levies acting as a

well-trained, cohesive, properly-equipped army, running regular patrols against bandits and

criminals, thereby improving trade and allowing him to best leverage his mercantile skills from a

highly-developed, prosperous demesne. And the more synergistic Perks you have, the better it

gets.

Your Power will even integrate other Items such as properties, bank accounts, armies, land, and

so on, enhancing them in just the same way.

At the start of each Jump, you can set conditions, like focusing more on building up a central

seat of power, or supporting your people, or any other idea you might come up with.

Finally, keep in mind that the more concentrated the effect of a Perk is on you yourself, the

harder it is to spread outward; masterful politics means you can push your entire realm into a

better position, but being the greatest fighter on Planetos would at most result in your having

published some treatises on combat that are used to train your levies, and paying some personal

attention to your household troops and knights.

See the Notes for an expanded explanation."

Taking A Song George R.R for free and Strategy Guide and making my debt climb to 700 had me nearly in tears , Next came the dreaded moment, The Drawbacks.

"Drawbacks

There is no Drawback limit.

All Seven Seasons +0 CP

You may choose between book or show canon, or a mixture thereof - and since this is a

fanfiction Jump, you can also mix in as much or as little fanon, AU, and headcanon as you care

to. Additionally, you may extend your stay in this world as long as you wish, and even do so

during the Jump if and whenever you decide you want more time - however, you cannot then

retract that decision.

This cannot be used to cheese a Scenario or Drawback.

Crossover Mode +0 CP

Doesn't actually require the Crossover origin. You can combine this Jump with any other to

emulate a particular fanfiction or create a new one. CP budgets remain separate.

Insert Protagonist Here +0 CP (Mandatory for Canon Origin)

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.

If you're looking for suggestions, Petyr Baelish, Stannis, and Robert Baratheon are quite

popular for this treatment.

Forgetful +100 CP

You have only your metaknowledge to go on as to how the character you're inserting into

would have acted.

Foibled +100CP

You now must grapple with all the flaws and poor habits of the character you're

inserting into. You can fight it, but your thoughts will naturally fall into the character's

old ruts if you aren't constantly paying attention. With consistent work you can build

new habits, but it'll be a long, difficult slog.

Stereotypes +100 CP

Everyone seems determined to live down to the very worst of this world. Nobles are indifferent

overlords or negligent fools at best, or cruel tyrants at worst. Smallfolk are dirty, illiterate,

stupid, and cowardly. Actually, the nobles are pretty dirty too. And everyone else. The priests are

zealots, knights are arrogant thugs, and women are really more property than people. Named

canon characters are somewhat exempt, but even they will seem something of a flanderised

caricature of themselves.

Ambitious +100 CP

Lazing around is foreign to you; your sights are always set on the future. Unfortunately, you are

willing to go very far indeed in pursuit of your goals. If you truly think kidnapping and

impregnating a noble woman will fulfill your ambitions of having a child of prophecy, you

certainly won't hesitate. And even if your goals are genuinely noble, there's a saying about the

road to hell…

Disfigured +100 CP

Perhaps it's inborn, or perhaps you suffered a grievous wound - either way, while you haven't

lost any ability to function, you are prominently disfigured in a way that's very difficult to hide.

In a society as status-conscious as this, it will make things difficult.

Phobia +100 CP

You have a terrible fear. Perhaps of magic, or slavery, or maybe it's something like sickness,

injury, your own mortality... It's up to you exactly what your phobia regards, but it must be

something you could plausibly expect to encounter in-Jump. The less common it is, the more

severe the phobia gets, and vice versa.

Within those bounds, you can take this as many times as you like, if you think you can handle it.

The Broken +100 CP / +200 CP

You have some kind of disability that impedes your day-to-day function. For 100, it can be

worked around enough that you can still handle yourself in a fight, if not at your best - perhaps

you've lost a hand or an eye, or you have a constant limp. For 200, it's worse. Maybe a fall left

you paraplegic, or you're completely blind; whatever it is, in this world, you'll be relying on the

assistance of others a great deal. Of course, you could always work around it with whatever

strange powers you bring with you… but that can have its own troubles in a world like this.

By default, this isn't particularly obvious at first glance, or at least it's about as neat as injuries

ever get, but if you take Disfigured as well that will change.

You can take this as many times as you dare.

Born of Lust +200 CP

You're a bastard. That is, your parents were not married when you were born, or at least one of

them was married to someone else, and everyone knows it.

Since common Westerosi superstition is that bastard children are inherently wanton and

treacherous by nature due to literally being "born of lust and deceit", this is a significant social

stigma. In addition, you inherit nothing from either side of your family, not even their last name,

and only a direct order from the King himself could legitimize you. Even then you would still fall

behind any "trueborn" children in the succession, regardless of birth order.

Even should you be far from Westeros, the stigma will remain - there is no known civilised

culture on Planetos that does not concern itself at least somewhat with bloodline and

inheritance, and few indeed look fondly on a living reminder of the existence of adultery. Travel

far enough and you might escape it being common knowledge - depending on how well-known

you or your family are - but there's always the risk that it becomes known, and the far corners of

the world have their own issues to worry about.

Oh You Sweet Summer Child +200 CP

How the hell did you survive this long? You are now possessed of the belief that bad things

usually don't happen to good people, that the nobles of Westeros are generally fair-minded and

well-meaning, and that knights actually mean their vows. In other words, you are so pathetically

naive. Now, this naivete might fall off pretty quickly once reality starts smacking you in the face

but you entirely won't be prepared for that to happen and it's going to hurt quite a bit when it

does. Hopefully not physically, but you never know.

Oh yes, and in case it needs to be spelled out; you won't remember ever having taken this

Drawback in the first place, nor will any of your memories of Westeros help you avoid your

incoming reality check because clearly all that nastiness was applying to the other continuity,

not yours.

The Pack Survives +200 CP

Well, not really. But damn if anyone can convince you otherwise. You are an honorable person,

Jumper. Given that this is Westeros, that's going to cause you a lot of problems. But regardless

of the fallen state of the world you still hold fast to your sworn word and your duties like few

other men could dream of doing.

It would take an incredible dilemma, such as the lives of your beloved children hanging solely on

another man's words, before you would even begin to consider compromising your integrity and

even then that decision would haunt you to your grave.

Little Birds +200 CP

A highly competent schemer - most likely Varys or perhaps Littlefinger by default, but really

whoever's best placed to be a nuisance in your time period - has heard a very special song. A

song, to be specific, about you: who you are, what you do, your levers and hot buttons and weak

points. And they're not the kind to let a potential asset slip through their fingers.

Birds of Prey +400 CP extra

Of course, some Jumpers are simply so strong, so aloof or uncaring, or otherwise in

some way so far beyond humanity, that no amount of privileged information could be

enough for a mere mortal to find purchase on them. This changes that. No matter how

powerful you are or how little you care, they'll find a way. They'll evade senses that can

track every quark in the galaxy, find cracks in fiat-powered emotional armour, whatever

it takes for them to contest you as if you were on the same level as a native inhabitant of

this world.

And when it comes to locals, well - you're up against one of the most dangerous. Watch

your step, or you'll find yourself dancing to their tune.

And Now My Watch Begins (Male Only) +300 CP

You've volunteered or been sentenced to take the Black, and are now a Sworn Brother of the

Night's Watch. This means you're going to be spending all your time on the Wall or ranging

North of it. Service in the Night's Watch is for life; if you're ever caught south of Mole's Town

without the express permission of the Lord Commander then you're automatically up for

execution as a deserter. Insubordination, shirking, mutiny, etc. also has you up for very harsh

punishment.

On top of this you also have to put up with the long hours, grueling conditions, lousy food,

constant risk of Wildling attacks, the horde of ice zombies that might be showing up any time

soon, and the general ambience of serving in a penal unit staffed by the bottom-scrapings of

every gutter and dungeon in the Seven Kingdoms, and… well, at least the view is nice?

Silent Sister (Female Only) +300 CP

Where a man would become a Black Brother, for you there's this. Sworn to chastity and - of

course - silence, your duty is to prepare corpses for the grave. To look upon the face of death is

considered a great ill fortune, and so superstition and unease will follow you wherever you go.

The danger is far from as great as a Watchman will face. But at least they can clap their brothers

on the shoulder, share their joys and woes, support each other on the hard nights; to be cut off

from human contact as you will is just as heavy a burden, in its own way, as the death they face

day by day. Perhaps heavier. And to flee the Sisterhood is just as great an offence as for a

Brother to flee the Wall.

Mountainous +300 CP

Let's not mince words. You're an out-and-out psychopath. You have absolutely no morals or

ethics whatsoever and shaky impulse control. You're not necessarily as stupid as Gregor Clegane

so you can at least try to pick your battles, but you're equally as vile and murderous.

There are lords in Westeros who still might have a use for a person as monstrous as you, but

forget about ever being a decent person or widely-accepted for who you are.

You Are (Not) The Protagonist +400 CP

No, that's one of the usual suspects. Jon Snow, perhaps, or Daenarys Targaryen, or Sansa Stark.

Maybe another, if you choose to experience a different era, or the world is otherwise different.

And naturally, that world revolves around them - it's not that their personality's changed,

though of course they'll likely end up different simply due to how events will spiral off the rails

even without your intervention, but protagonist-centred morality is the order of the day. Do try

to avoid getting dragged into their orbit. Or worse, labelled one of the bad guys.

Sue on Sue Combat +400 CP extra

They know who you are. They hate you. They're going to do everything in their power to

bring you down. And if you dedicate all you have to doing the same, you might just be

able to end things in a fair fight - but that's the best you'll get.

Against the Living +400 CP

Life, all forms of life, truly disgusts you. From the lowly snake to the mighty dragon, their mere

existence revolts you on the most fundamental level, as if your very being rejects the idea of life.

You are filled with hatred at the presence of any living being, even yourself, and it is hard to

suppress the urge to simply end them, no matter how likely or unlikely you are to succeed. This

urge will push you to eradicate other life before your own, but should you isolate yourself from

your hatred, it will not hesitate to turn upon you, unless you are preparing to strike out.

It would require a truly titanic will to persevere in the company of even a few humans, let alone

their teeming masses. Plants, perhaps even animals, you can at least sate your urges on.

Season Eight +600 CP

Perhaps your commander will just kind of forget that entire war fleet. Perhaps someone you

thought you knew will suddenly begin to act… strangely, losing all good sense or backsliding

into old behaviours they should have left behind them. Perhaps time and distance will seem to

warp and shift from day to day, travel crossing seemingly impossible distances and events that

should be hugely significant passing by in a whisper - indeed, some of these events might come

entirely out of left field, without your hearing so much as a hint of them in advance even when you really should have. Perhaps you'll even encounter something entirely new and equally

painful.

Whatever happens, you can expect your entire stay to hover around the quality level of Game of

Thrones Season Eight.

A Sword Without A Hilt +600 CP

Power has a price. Any ability you possess that surpasses human capability, as Planetos would

have it - or the capability of whatever species you happen to be - exacts the same price as any

native sorcery, escalating with its strength. This explicitly includes recharging your Magely well

of power, should you have it.

Of course, nobody ever said you had to be the one to pay for it...

The Long Night +800 CP

They failed. They all failed. The Prince that was Promised, the Dragon Queen, the King in the

North, the Mad Queen… the great ones have all fallen and their armies with them. The Wall is a

pile of half-melted rubble and the Others rampage over the Seven Kingdoms, driving their

hordes of wights ahead of them. Every man or woman that falls only swells the armies of the

dead even further. The only way to stop this and reclaim the world for what few of the living that

remain is to find and slay the Night's King. So maybe you'd better get on that, because you're

not leaving here until someone does.

Which is going to be a bit of a problem, given that he could literally be anywhere, has an undead

dragon to fly around upon, an army of the undead to throw at you, is a supernaturally powerful

warrior and sorcerer, and can only be permanently slain by a Valyrian Steel weapon.

Oh, and since this would be incredibly boring if you just flew up to him and vaporized him with

your heat vision, your powers and abilities will be capped at whatever would be theoretically

possible for a legendary inhabitant of Westeros."

I chose Forgetful,Foibled, stereotypes, ambitious, phobia(please let it be slavery!), 100×5, the pack survives, born of lust, little birds, 3×200, you're not the Protagonist 1×400 and given me a total of 1500 cp of which 700 is redacted leaving me with 800, so I went back to the items and bought power, as well as the Free cities perk and chose my timeline as one year before Aegon Targaryen I starts his Conquest and hit Go and then darkness Consumed me.