You close your eyes and fall asleep, and you awaken somewhere else…sometime else. A bolt of panic shoots through you for a moment, and then memories of the body you are inhabiting start filtering through…somehow, you became someone else while you were sleeping. You became someone in Westeros. Lucky you.
Specifically, you are…
[] Torrhen Stark, King in the North (104 AD). Your realm is vast and frozen, bounded by seas, the Wall, and the dense swamps of the Neck. These formidable defenses make invasion practically impossible, leaving your realm one of the most secure. It also has one of the lowest populations due to the inhospitable climate and terrain. Most of your vassals are fiercely loyal to the Starks in Winterfell, but the North remembers…and that means some remember when they were kings as well.
[] Hoster Tully, Lord Paramount of the Riverlands (277 AC). Your lands are rich and bountiful, second only to the Reach, and the many rivers offer opportunities for trade and defense if you can use them. Other than that, you have no natural defenses and practically any war will come onto your lands. Also, your vassals are fractious and rebellious and frankly difficult to deal with at the best of times.
[] Deria Martell, Princess of Dorne (35 AC). Aegon has conquered the Seven Kingdoms with fire and blood, but Dorne has stood against the wrath of dragons and lived to tell the tale. For now, you have made peace with the Targaryens, and begun to recover from the devastation inflicted upon your home. The deserts of your lands can support only a few, and outside of Dorne your people are unwanted and distrusted.
You mentally review what you know of the time from both sets of memories, and decide that maybe you aren't completely screwed. Maybe. Fortunately, you have a couple of advantages over the original. Aside from hazy memories of all sorts of useful devices and concepts, you have (Pick 2)…
[] Knowledge: Industrial: You are widely read on the process of industrialization, and you have some practical experience as well. You've made steel, built waterwheels, and you know how a mechanical loom works. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)
[] Knowledge: Agricultural: You are familiar with farming and fishing with animal husbandry. You have actually run your own farm for some time. You can design a seed drill or a mechanical reaper, make fertilizer, or construct a greenhouse. (+1 Stewardship, +1 Learning, bonus to some Uplift actions)
[] Knowledge: Military: You have taken part in several different reenactments and read a lot about historical warfare. You know the exact ratios required for gunpowder and you have an understanding of several different historical doctrines. (+2 Martial, bonus to some Uplift actions)
[] Knowledge: Financial: You could practically write a book about how the banking system developed. Double-entry bookkeeping, stock markets, investments, mercantilism. You have at least some understanding of every aspect of financial systems, as well as some related bureaucratic knowledge. (+2 Stewardship, bonus to some Uplift actions)
[] Experienced Leader: You were always fond of taking charge, and people generally let you. Years and years of being the leader have given you a natural charisma and charm that makes it easier to convince people to work with you and help you achieve your goals. And you tend to inspire loyalty as well. (+3 Diplomacy)
[] Master Martial Artist: While the body you found yourself in is strong and skilled, your experiences with martial arts have put you on a whole new level. You are the most dangerous person in the room now, and it doesn't matter what room you are in. (+4 Personal Combat)
[] Marked For Greatness: You noticed some sort of brand on your skin when you first woke up. What exactly it means you have no idea, and it's subtle enough no one seemed to realize it was there, even when you pointed it out to them. (???, will depend on what character you choose.)
[] Practiced Liar: You have always been good at deception. Not just outright lying, but shading the truth, letting suggestions do your work, and generally making everyone else believe what you want them to believe. (+3 Intrigue)
Uplift actions are available to you since you remember some of how Earth developed through its history. They take the form of personal actions of varying difficulty (More obscure ones are harder, related knowledge or experience makes it easier) and represent you writing down/drawing/describing how whatever you are trying to invent works. After you succeed, you will need to take an action to implement it, possibly multiple actions depending on complexity. And if you uplift too much too fast, you may have to do some explaining about where all this came from.
Also, each character who has to face dragons will have options to deal with them and said options will likely come in every category.