A Song of Ice and Fire JumpChain
A Song of Ice and Fire JumpChain
A Song of Ice and Fire JumpChain
Timeline
You may choose any point in time to arrive in this world. The default is 298 AC (the beginning of A Game of Thrones). Some dates of interest include:
2BC-1 AC (Aegon’s Conquest), 195-196 AC (The Blackfyre Rebellion), 282-283 AC (Roberts Rebellion), 298-300 AC (War of the Five Kings).
You must choose an Identity that dictates your history in this world.
You may choose to change gender for 50 CP.
You may choose your age for free.
You gain racial traits appropriate to your starting region unless you choose Drop In.
You wake up in your starting location. Any locals are likely to see you as a stranger in
their midst or as just another visitor depending on how common such an occurrence
is.
FREE
+You have local allies and a history in the realm.
Smallfolk: - You have limited resources, no formal education and no martial training.
You are a member of the smallfolk in your starting area. You are well known and well
liked in the area and you are seen (amongst fellow commoners) as a pillar of the
community.
FREE
+You have martial training, paying work and friends in the area.
Sworn Sword: - You have no land, formal education and limited wealth.
You are a tried and tested warrior currently in the service of some person of influence.
Your contract has expired however and while you may remain in your master’s service
there is no longer a reason you must. You are a mercenary or a not entirely convincing
hedgeknight.
50 CP
Noble:
+Formal and martial education, some wealth and influence.
- Sheltered upbringing.
You are a member of the nobility in your area, perhaps a landed knight or member of
some lesser house. You have a reasonable amount of coin and influence on a local
level. You may choose specific parents (if appropriately aged) as your own and, along
with them, a specific house to belong to. No Great Houses.
100 CP
Discounted cost 50% of full price
25 CP 50 CP
Ship Land deed
(Discount Ironborn and Braavosi) (Free Noble)
A ship of roughly your design. Tough and seaworthy. Perhaps a A deed to an area of land close by in your chosen region. It will be
longship, a small galley or a swanship. You may import a vehicle accepted by all authorities as rightfully yours. This updates each
to grant it the appearance of a ship. jump but is generally not a particularly large plot of land elsewhere.
100 CP 100 CP
PET Poisons
(Discount Skinchanger) (Discount Schemer)
An unshakably loyal animal. Whether this is a dire wolf, shadowcat, A woman’s weapon to be sure but it can’t be beaten for efficacy or in
lizardlion, hrakkar, mammoth, snow bear or perhaps even a small kraken matters of subterfuge. You have a replenishing chest of poisons from
it is a peculiarly strong example of it’s kind and it will follow you to the around the known world. From vials of the Tears of Lys to Sweetsleep to
seven hells and back. Nothing magical. You may import an existing pet. crystals of the Strangler there’s bound to be one to suit your purpose.
100 CP 100 CP
Throne Brave Companions
A throne of your design. Anything from a jumbled mess of melted You may import (or create) a single companion for 25 CP, up to four for 50 CP and
up to 8 for 100 CP granting them an Identity, appearance, history and the place of
swords to a simple ebony bench. Regardless of what it looks like it
origin of your choice. Each companion receives 600 CP to spend on Skills and Gear
gives a commanding aura of authority to you and anyone you have but cannot purchase further Brave Companions. Created companions have a past,
permitted to sit on it. Not uncomfortable unless you want it to be. appearance and identity of your description and are intensely loyal to you.
100 CP 25/50/100 CP
Hands of Gold Dragonbone Bow
A golden piece of jewellery with a noticeable hand motif. (Discount Sworn Sword & Noble)
Anyone other than you who wears it will become An exceptionally strong bow made of Dragonbone. Exceptional power and
preternaturally competent in affairs of state and in the range. Projectiles fired tend to hit where they’d do the most damage by
managing of a country. chance very regularly. May choose type of bow. You may also import any
ranged weapon you own to take on the appearance and strengths of the bow.
150 CP 200 CP
Valyrian steel weapon Starforged Sword
(Discount Sworn Sword & Noble) (Discount Noble)
An excellent weapon of your choice made of Valyrian steel. Light and A sword made out of the remnants of a fallen star. Milky white and intensely
exceptionally sharp. Serves as symbol of status. Gives an impression of great shiny. Around as sharp and light as Valyrian Steel. Gives a strong impression
strength and brings dread to your enemies. You may also import any melee of chivalry and honour. You may also import any melee weapon you own to
weapon you own to take on the appearance and strengths of the sword. take on the appearance and strengths of the sword.
200 CP 200 CP
Horn of Joruman Dragon egg
(Discount North of the Wall) (Discount Targaryen, Old Valyrian)
A dragon egg. It will hatch naturally in around a week. Your dragon will be loyal and
A large, ornate and legendary hunting horn capable of massive destruction
take basic instructions but ferocious. Young dragons are vulnerable but can grow to be
to even the largest of structures. Can only be used on a weekly basis but can
incredibly large, durable and breath a fire far hotter than even wildfire fully capable of
bring practically any building (or Wall) tumbling down when blown. melting stout stone towers into twisted wrecks. You may import an existing pet/dragon.
500 CP 500 CP
You may choose a single optional Quests. This removes the 10
years limit and replaces it with a victory condition that must be
completed in order for you to be presented with the choice found
in Flaws & Future. Quests have requirements that must be filled
in order to be chosen.
Boon: You know how to cut the faces from dead bodies and replace your own with Boon: Enhanced lifespan, night-vision, preternatural skill at hiding and quicker reflexes.
them. You also know how to store them hygienically and without them decaying. You are one of the last Singers of the Song of Earth. You are small, the size
You are an acolyte of the Many-Faced God - Death. You were taken of a human child, slight, have cat-like slits for pupils, have dappled skin
as a child and raised by the Faceless Men and you are the god’s reminiscent of a deer and have 3 fingers with pointed black nails on each
instrument. You will be given missions to kill those whose deaths hand. It is up to you to reverse the fortunes of your people and make sure
have been earnestly prayed and sacrificed for and you must make it they thrive again.
look like you have done nothing at all. Victory Condition: Population of Children of the Forest
Victory Condition: 100 lives legitimately taken for the God. reaches 5000.
Should you die of old age in any of these Quests you will take the place of your eldest legitimate heir should you have one.
You may take up to 600 CP
Worth of Flaws
Maegi (Drop-In Only): Common Tongue Mad Dog (Sworn Sword Only):
Whenever you do or say something people don’t (Smallfolk Only):
You have a reputation and history of brutality
understand they will suspect you are doing You speak in a folksy, common manner that marks and one or two extremely dangerous and
magic. The superstitious who see this will you as one of the smallfolk and makes it difficult for politically influential foes due to your past acts.
naturally hate and fear you as a result. nobility to take you seriously.
+100 CP +100 CP +100 CP
Bastard (Noble Only): Stalwart Shield: Honourable:
You are the baseborn child of your father and You are entirely loyal to somebody in this world You are honourable, sometimes to the point of
everyone knows it. You are unlikely to be treated (although you may choose who that is). You will stupidity and often flying in the face of
as well but you were raised alongside any spend a lot of time working with and for them as pragmatism. You will live by a code of honour and
trueborn siblings. their loyal supporter and ally. moral code similar to Ned Stark’s.
+100 CP +100 CP +100 CP
Scarred: Cruel: (May not be taken with Honourable) Paranoid:
You are horribly scarred. Perhaps you are missing You are naturally cruel and known as such. You You are rather paranoid, particularly politically.
a nose or covered in horrible burns. No matter will not be able to suppress the urge to torture You will naturally suspect people are plotting
what it is you look unpleasant. Alternate forms people from time to time. against you and will not rest easily. This will likely
will not help. cause mistakes on your part.
+100 CP +200 CP +200 CP
The Unworthy: Craven: Eunuch: (May not be taken with The Unworthy)
Your sexual appetites are astounding and you will You are naturally afraid and no amount of You have had your genitals removed and have
sire many a bastard (and you probably already have). willpower will help. Whether it’s fighting or painful memories of the event. You can use the
This will take up a reasonable amount of your time meeting new people you will be consistently remnants to urinate but little else. Root and
and your bastards are or will be terrified and show it. stem.
an extremely troublesome lot. +200 CP +200 CP +300 CP
Greyscale: Imp: A Long Night:
In five years the signs of Greyscale will begin to You are a very ugly dwarf. Your legs are stunted A permanent night and winter has fallen and will
show. It is incurable and will spread. 4 years later and sore and you cannot move quickly on them. remain for 10 years. Others and the undead have
you will be entirely stonelike, violent and quite You may not change form for the duration of flood from the northern parts of the world in vast
insane. your time here. numbers to wipe out all life.
+300 CP +300 CP They will just keep coming. +300 CP
Once your ten years are up you will have a choice.
Regardless of your decision you will retain the skills and gear you attained here
and your drawbacks will leave you.
Notes
Identities vary considerably depending on your starting region and time. E.g. Choosing Noble in the Free Cities will result in you being in
the family of wealthy merchant princes, choosing it North of the Wall (if you pay or get a free pick) will make you a descendant of a former
king-beyond-the-wall/ member of an especially prominent clan etc.
Some Noble Houses will require a purchase of a starting region. E.g. being a member of House Targaryen requires you to take Great House,
Noble and a purchase of the region the Crownlands (for the period of history that House Targaryen are in the Crownlands).
Great Houses for the purposes of this jump are roughly defined as any family that is currently a royal house, any house in which one of the
members is currently Lord Paramount of a region and any house which will become either royal or Lord Paramount within the next 50
years from your starting point in the timeline.
Shadowbinder does not drain your life force.
Imported companions can take Flaws but gain no additional CP for them. They do however benefit from Free options and Discounts.
Imported weapons, pets and ships can revert to their original form when you will them to.
You may only take one Quest.
Boons from Quests are awarded immediately on selecting the Quest.
For Drop-Ins you do not have the history suggested in Quests but instead wake up with your Victory Condition in mind.
If you take the Last of the Giants Quest you get a discount on Pet if you choose a mammoth.
The reward for the Last of the Giants Quest grants both a giant form, increased strength and durability in other forms and an optional
increase in size across the board. Giants that take Large double this bonus and are the largest of their kind.
Default character for Stalwart Shield is Robert Baratheon.
Should you choose to start in the era in which the TV show takes place you can use TV show continuity rather than the books. A lot of it
doesn’t make as much sense though and you should feel bad.
Cool cats don’t trip.