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Hidden Legacy Jump v1.0

This document provides an overview of a fictional world where scientists discovered a serum in 1863 that awakened magical talents in people. Abilities ranged from controlling animals to generating lightning. The serum spread widely and changed the course of history. Centuries later, families with strong inherited magic evolved into ruling dynasties known as "Houses." Magic users wield political, economic, and military power in this world. The story introduces the Baylor family, who is about to take on an impossible task that will bring them into the open as a powerful Hidden Legacy family. The document also provides character creation options and perks for playing in this world.

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tvo770
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0% found this document useful (0 votes)
111 views29 pages

Hidden Legacy Jump v1.0

This document provides an overview of a fictional world where scientists discovered a serum in 1863 that awakened magical talents in people. Abilities ranged from controlling animals to generating lightning. The serum spread widely and changed the course of history. Centuries later, families with strong inherited magic evolved into ruling dynasties known as "Houses." Magic users wield political, economic, and military power in this world. The story introduces the Baylor family, who is about to take on an impossible task that will bring them into the open as a powerful Hidden Legacy family. The document also provides character creation options and perks for playing in this world.

Uploaded by

tvo770
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Hidden Legacy jump:

By TroubleX27/Pgx27

In 1863, in a world much like our own, European scientists discovered Osiris
serum, a concoction which brought out one’s magic talents. These talents were
many and varied. Some people gained ability to command animals, some
learned to sense water from miles away, and others suddenly realized they
could kill their enemies by generating a burst of lightning between their hands.
The serum spread through the world. It was given to soldiers in hopes of
making the military forces more deadly. It was obtained by members of fading
aristocracy, desperate to hold on to power. It was bought by the rich, who
desired to get richer. Eventually the world realized the consequences of
awakening godlike powers in ordinary people. The serum was locked away, but
it was too late. The magic talents passed on from parents to their children and
changed the course of human history forever. The future of entire nations
changed in the span of a few short decades. Those who previously married for
status, money, and power now married for magic, because strong magic would
give them everything. Now, a century and a half later, families with strong
hereditary magic have evolved into dynasties. These families— Houses, as they
call themselves— own corporations, have their own territories within the cities,
and influence politics. They employ private armies, they feud with each other,
and their disputes are deadly. It is a world where the more magic you have, the
more powerful, the wealthier, and the more prominent you are. Some magic
talents are destructive. Some are subtle. But no magic user should be taken
lightly. In this world, you have the Baylor family, who’s about to be hired for
what’s an impossible task, forced due to a contractual obligation, which will be
the first step for the Hidden Legacy to come out into the open.

Here is 1000cp to get you started.

Your starting age, gender and origin is all up to you. Be a member of the
Imperial family of Russia if you want, or an ex-military looking for a job after
having returned home, or simply a drop-in. The Location you start at can be
anywhere in Houston.
Perks:
You receive one 100cp perk and one 100cp item for free, and may discount one perk and
one item each that costs 200/400/600.

Creative attraction (Free):


• You are now incredibly attractive, with an airbrushed flawlessness and
striking features akin to someone you would read about in a romance
novel. You are free to remake yourself however you want, but as a
baseline, you are incredibly good-looking. On a scale of one to ten, you
are a perfect eleven. Your appearance, build, and “endowments” are up
to you, but you will look good no matter what. You will also find that
certain features will draw more focus, like your incredible eyes or long
eye lashes or what have you, and your voice will be amazing in some way
to match your astonishing appearance. Your hair will stay in whatever
style you want it in, and if you don’t want to shave you simply won’t
need to, as no facial or body hair will grow unless you want it to, even
losing it if you have any and don’t want anymore. Your body scent
becomes extremely pleasant to whomever you are attracted to. No
matter what you eat or how you exercise, you will stay healthy and
attractive. Nothing that happens to alter your appearance will leave you
looking unattractive, even sweat, dirt or whatever else will somehow
compliment your looks perfectly instead of ruining it. It also takes no
maintenance to keep it up either.
Magical reality (100):
• The romance and prose in books and fantasy is often so exaggerated it
borders on ridiculous when compared to the real thing. Not for you
though. Your eyes burning with passion and righteous fury, your face
turning into an Angel in all its heavenly wrath, your power suffusing the
air, your very presences dominating the room, etc. It’s as if reality around
you now works on the logic of a fantasy/paranormal romance novel in a
way you would want it to. And when it comes to romance, love and all
that follows, it’s even greater. Your touch is like lightning igniting a fire in
those you desire, your kisses now hot and hungry as if to drown out
everything else, your taste and smell divine, arousing maddening
passions. You become an amazing lover, capable of bringing your partner
to multiple orgasms every time you want to, whether that be by playing
their body like a violin till their hearts melt, or going harder until their
body surrenders completely to pleasure. Even the submissive will find
themselves doing everything the right way to incite their more dominant
partner. No others will feel like this to them besides you after having
been with you, as the logic goes more along something from a romance
novel than anything realistic. This logic also works the other way,
allowing you to experience this as well.
The Look (100):
• An ability taken straight from a romance novel, you are able to focus on
someone as if the rest of the world doesn’t even exist. When you look at
someone like that, you can make them feel like they are the most
important person in the universe. Every word they said matters to you.
Every gesture the make is vital. The effect is devastating. They’ll want to
to keep talking and doing things to keep you focused on them just like
that. It even allows you to seduce by simply looking without even trying.
By just looking at them and wishing you were naked together is enough
as long as you are more than mediocrely attractive.
Comfort (100):
• You are someone who are perfectly comfortable in their own skin and
sure of their place in the world. You are always where you are supposed
to be, you aren’t easily rattled, and if you show up to a formal event in
jeans and a T-shirt, they would let you in without a pause. You would still
look elegant, and everyone else would feel horribly overdressed.
Legacy (100):
• In this world, Legacy and lineages matter. A lot. No one wants to be a
dud, or worse, a failing vector. Luckily, for you, that’s no problem. You
can choose what your children inherits from you, even if they inherit
anything at all. This allows you to choose what abilities, powers and
anything else you want for your children and their descendants to inherit
from yourself and your partner, and how strong they inherit it. Anything
you yourself have can be passed on to your descendants (you won’t lose
it yourself by doing this), and anything you don’t want to pass on won’t.
And when it comes to powerful children, pregnancy can also be
dangerous. Not for you or your partners however. Any pregnancy and
birth from your line will be safe and without complications. This also
allows you to toggle your fertility at will, to prevent unwanted
pregnancies.
The Huracan (200):
• Reputation means something, and you know how to weaponize it. Like
Tremaine and the fear she has made people associated with her name to
keep her House safe, you know how to act, speak and spin the tales
about you to give yourself a certain reputation, which will then have the
effects you want it to have. And like The Huracan, Mad Rogan, The
Butcher, the War Hero who broke Mexico, you may receive titles and
nicknames allows you to utilize your reputation even more. You may
even choose your first title.
Intelligent (200):
• You are intelligent. Like incredibly intelligent. Your thoughts run faster
than most people can keep up, you devour knowledge at speeds most
would find unnatural, and you never forget the knowledge and
information you wish to keep. Yet, despite your intelligence, you never
seem to suffer from the negatives that often comes with being smarter
than everyone in the room.
Master Chef (200):
• You are an amazing chef. To you, cooking amazing food is as easy as
breathing, making you an incredible chef. Cooking is in fact so easy and
stress free for you that it serves as an effective way to de-stress, allowing
you to go on autopilot in the kitchen while your stress slowly ebbs out.
Whatever it is you want to make when it comes to food, you know how
to make it. And if you don’t know what to make, inspiration will hit you,
giving you the idea for a meal that you would want to eat which would
taste delicious.
Willpower (200):
• Your willpower is legendary, capable of holding on through sheer
stubbornness against even the greatest mental attacks and harshest of
torture. Indomitable is the only word that can be used to describe your
willpower.
House Politics (200):
• You know the ways of House Politics as if you were born into it, and have
been at it for decades. Your instincts are usually right when it comes to
politics and dealing with the rules and norms of society. You know the
game well, and can play it like a master if you want to, in any world you
got to.
Investigator (200):
• You are an experienced investigator, with over a decade on the job. You
know how to do your job and do it well, catching details most wouldn’t
and being able to conduct a proper investigation.
Swarmer (200):
• Not so much a magical power and more of an attained magical skill, you
have been through a procedure that has bound you to a Swarm,
something from the arcane realm that allows you to split your attention
between hundreds of independent tasks. It allows you to process vast
amounts of information at superhuman speed. As you are purchasing it
here, you won’t die from being bonded to the swarm, nor do you suffer
any side effects from it.
Shockers (200):
• You have implanted a being from the arcane realm into your arms.
Completely invisible from the outside, but by priming it with your magic,
you are able to shock anyone with magic. As you are buying it here, you
don’t suffer pain when using them, and won’t be able to over use it,
preventing you from killing yourself using them. Whoever you touch
while activating them will shocked, and the more Magic you put in, the
higher the damage. A significant can kill and average man, so be careful.
Assassin (400):
• You are a highly trained and experienced assassin, better than
Alessandro the Artisan and Orlov the Arkan combined. You will gain
additional skill, experience and training in how to use any magical talent
and supernatural abilities you have for the singular job of helping you be
a better assassin. This can be in the form of becoming better at using
them to kill, or use them to get yourself to your target. You get to pick
your own Name/Title, and will have a reputation of your choice in the
assassin community, leaving you no end in jobs should you want to earn
money as an assassin. In the world of magic, this is a highly lucrative
experience, as long as you are powerful or skilled enough, and with this,
you are for sure the latter.
The benefits of Control (400):
• Any power or ability you develop or gain will start out with you having
complete control from very moment you get them. You may not be able
to use your newfound strength the best way without any training, but
you never have to fear tearing a door off its hinges because you don’t
know your strength. This works both subconsciously allowing you to live
your life without having to actively try to control yourself. And that’s not
all. Nothing that is yours, whether that be abilities, items, skills,
knowledge, or anything that is considered to be yours in some way will
be able to corrupt, inconvenience, alter or hurt you in any way you don’t
want them to do. Powers that would corrupt you by using them won’t,
abilities that have effects that would inconvenience you will find
themselves not, altering automatically to make it so that they don’t in
the moment without any negatives and downgrades, items that would
kill you by using them can still be used, only without the killing. Any
inherent drawbacks and negatives associated or connected to anything
that’s yours are now gone.
Mind like a sieve (400):
• You are able to completely ignore any mental barriers and shields you
come across as if they aren’t there. This is quite the dangerous ability
should you have any form of mental attack or similar, as not even the
greatest defense can keep you out or resist in any way.
Mental fortress (400):
• You have an impenetrable mental defense, with mental shields that will
only let someone in if you allow it. You are able to toggle your defenses,
allowing you to not have to concentrate and focus to keep them active.
At will, you can also make your mind... slippery. Anyone who tries to
touch or affect your mind will find their try to simply slip by without
having any effect. Sort of like a wet soap bar, only more slippery. When
you have this effect toggled, no one can touch your mind at all.
Overflowing Magic (600):
• You have a massive reservoir of power, just enormous amounts of magic,
alongside being able to regenerate your magical power far faster than
any other mage around, where others take hours to refill their reservoir,
you need a handful of minutes. And where most magic users have to put
some effort into doing the active side of their magic, you don’t, being
able to wield and use your Magic effortlessly.
Magic Circle (600):
• You now have access to a power that was once unique to Connor Rogan.
It allows you to create and enter a stage of Power: You can instantly
create a pseudo magical circle at will which creates a barrier of Null-
space around you, allowing you to affect the world around you with your
power, but allows nothing to enter the barrier from the outside, making
you literally untouchable, at the cost of being unable to move outside
the barrier without breaking the connection. The arcane circle increases
your power exponentially, while giving you access to nigh-limitless magic
that you can use to fuel your own abilities. Unlike Rogan, you have full
control in this state, and can end it at will. Works best with a form of
ranged magic.
Off the Charts (600):
• Your talent, skill and power are off the charts, far beyond the normal of
your level. You have an intuitive master over any magical Talent you
have, alongside unparalleled control over it and an immense amount of
both talent and ability. Your Magic reservoir is also increased, beyond
what is normal for your ordinary peers. You also get one purchase of
Prime level Magic at half price. This perk has the same effect on any
other supernatural ability.
Magic:
There are five ranks of magic user – Minor, Average, Notable, Significant, and
Prime – with a vast power difference between them. Magical abilities are
broken down into three classifications: Elemental, who control the forces of
nature. Mental, whose powers are will based and/or affects the mind, and the
Arcane – those are able to access a magical reality beyond their own.
Minor (Free):
• People with this level of power are seen as mundane, their powers
something you might show off at a party if it's a cool ability, but nothing
you will find especially useful.
Average (100):
• Your magic actually is something. You are not consider powerful, but
your Magic can be considered useful somehow. An example of the
Average’s power level is this: a pyrokinetic is considered Average if they
can melt a cubic foot of ice under a minute.
Noble (200):
• This is the moment you start being able to use your Magic for something
in society and begin to matter, however small. You can use your Magic to
make your way in life, create a career out of it. It won’t be anything
special, you are just Noble, but your line is getting there.
Significant (400):
• Now you are stepping into the big leagues. You are not at the level of a
Prime, but your power is respectable, enough to make you a player,
however small, in this magical bound society. You cannot create a House,
and are not at the upper echelons, but still respectful.
Prime (600):
• You are a Prime, the highest rank a Mage can be, giving you not only an
large amount of magic alongside an incredible talent in your specific
Magic Talent. An example of a Prime’s power is that in the same amount
of time an average pyrokinetic can melt a cubic foot of ice, a Prime can
conjure a fire that will melt a cubic foot of stainless steel.
Magic Education (200):
• You have received the magical education expected from someone with
your magical talent of your level of power. This includes how to draw
arcane circles, how to wield your magic the best way, what is expected of
you and etc.
House Key (200):
• Your have your very own Family Key, a pseudo ritual only those of your
bloodline can use properly and instinctively. This allows you not only to
regenerate any spent magic, but also grant you a temporary increase in
both magical reservoir, control and ability.
House Spell (400):
• A House Spell is the culmination of decades of experimenting and
developing the magic in a family, and manifests as a spell of incredible
power or ability. This is a spell only those of your bloodline can use
properly and instinctively. What it does depends on your Talent, though
you are free to design it however you want within that limit. You may
instead choose any known House Spell from Hidden Legacy, as long as
you have the Magical Talent for it. Like House Rogan’s Grinder Spell,
House Tremaine’s Wave spell and House Sagredo’s Anti Magic spell. You
may purchase more than one.

Magical Talents:
Aegis:
• Creates an impenetrable, bubble-like shield capable of absorbing
physical impacts and elemental magic assaults. Often used in protection
details. A Notable, can project a magic shield that can stop an average
handgun and absorb quite a bit of rifle fire, but a sniper bullet would go
straight through it.
Aerokinetic:
• Elemental Magic. Have mastery over air. Controls wind, able to use
currents to fly.
Alteration mage:
• Has the ability to supercharge missiles with arcane energy. A prime can
used their talent to turn ordinary hail into an arcane meteor shower.
Aquakinetic:
• Elemental Magic. Have mastery over water. Control water.
Animator:
• Arcane Magic. Has the ability to impart life to inanimate objects, and
control them with their minds.
Antistasi:
• At it’s most basic, an Antistasi Specializes in mental defense. Able to
block and deflect the effects of mental attacks, which is what most
believe to be the full extent of the antistasi ability. What the Antistasi
talent truly is, is a magic that’s based on survival, where it tries to keep
the mage alive. If they fall off the building, it’ll cushion them; if they fall
into the water, it’ll form a sort of bubble, so they don’t drown easily; if a
mental mage attacks, or blocks the attack. But there are limits of course.
However, at it’s truest expression, it can block, defend and negate “Any”
Magic when done correctly, like through using House spells.
o For 100cp extra, you get the Conjuration ability as well, which
allows you to manifest duplicates of items close by that fits your
need. This can be a gun, a tire iron, a flamethrower, a blanket, a
condom, basically any item that fulfills your needs in the moment.
You can manifest items that are within 1000 meter, and will
vaguely know the direction from where the original item is.
Barrage Mage:
• Arcane Magic. A form of Enerkinetic that charges items with raw magical
energy, which they can then shoot and control these objects as weapons.
Binder:
• Ability to fuse or bind something found in the arcane realm to human
host, with purpose of giving the host new magic powers. Responsible for
the creation of Swarmers and Shockers.
Breaker:
• Mental Magic. Have the ability to break through Hexes and other
defenses placed on the minds of others. Very rare.
Carnifex Mage:
• Cause lesions in internal organs. Deadly when they target the heart or
brain.
Cloaker:
• Mental Magic. A type of Illusion Mage. Makes a person invisible by
affecting the minds of others.
Cryptomage:
• Mental Magic. Usually do online security.
Egocissor:
• Mental Magic. Also known as a Manipulator or Dominator. A form of
telepathy that takes over the minds of others, able to control the will and
actions of their targets.
Elementalist:
• Elemental Magic. Controls more than one element, usually air in
conjunction with either water or fire. Rarely reaches Prime status, but
dangerous even as an Average.
Elenchus:
• Mental Magic. Also known as a Truthseeker, being an incredibly rare
power. At its most basic, it passively allows you to sense whenever
someone is lying. At an active level, you can use your power to crush
minds and tear through them to make them spill their every secret, or
simply compel anyone to tell the truth. Third rarest magical talent.
Empath:
• Able to feel and control the emotions of others. Often times, can
emanate their own feelings in a concentrated burst that will overwhelm
their target.
Enerkinetic:
• Manipulates raw magical energy and able to release it in charged beams
or bursts. Relatively common.
Fulgurkinetic:
• Elemental Magic. Possess mastery over lightning. Able to shoot lightning
bolts as a weapon.
Geokinetic:
• Elemental Magic. Have mastery over earth.
Halcyon mage:
• These are specialized in soothing magic. Psionics incite crowds, and
halcyons calms them. Halcyon magic attacks certain areas of the brain,
specifically, the amygdala, which assesses environmental threats, and
the hypothalamus, which has the power to trigger the production of
stress response hormones. Instead of initiating the making of cortisol
and adrenaline, which allow us to quickly respond to threats, the
affected hypothalamus sends signals for the production of dopamine and
oxytocin, causing their target to enter a happy, relaxed stupor. The
damage halcyons cause is temporary, and their power is effort-based.
Harmonizer:
• Mental Magic. Has the ability to arrange one’s environment to invoke a
specific feeling or mood. Quite common power, usually work as interior
designers or fashion consultants.
Hephaestus Mage:
• Able to near-instantly make technology, weapons and objects out of any
nearby materials. A Hephaestus mage’s passive magic informs them that
some things in their environment can be manipulated. Rubber bands are
stretchy, metal pins are stiff, thread can connect things, this wooden
thing rotates, etc. They can then combine them in various ways to make
things slide, snap, mold, shape and act. It’s instinctive. You essentially
have this field in which you can assemble items in, but the materials have
to be very close by. You have to physically hold the part up and your
magic will attach and shape it where and how you want it to be.
Herbamagos:
• Plant mages. Able to grow trees, fungi, flora and fauna. Often involved in
medical research. Usually specializes in one type of plants.
Hopper:
• Able to compress space and “jump” through it, covering distances in an
instant.
Illusionist:
• Mental Magic. Able to project visions, make anyone see anything they
wish. The strongest can not only affect minds but alter their actual
physical appearance.
Levitator:
• Mental Magic. A rare sub-set of Telekinetic that can move living beings,
though not manipulate them. Highly prized.
Magister Examplaria:
• Mental Magic. Works around patterns and comes in many different
types, like codes and encryptions, the microbiology of the human
genome, programming and coding, etc. Usually makes the mage highly
logical and organized.
Magus Sagittarius:
• Combat-grade ability that comes in different types. The most usual one is
in the form of aiming and guns, where a prime almost can’t miss a target.
Magical hand/eye coordination and flow of movement are also a part of
this. Can manifests in several forms, usually focused on blades or guns.
This can also come in active form or reactive form, where the reactive
form only activates when in danger or when being attacked.
Magus Venenata:
• Poison mage. Able to create, identify, ingest and neutralize any poison.
Some specialize in Purification, which removes toxins and poisons from a
substance. Combat Mages. Make formidable allies.
Mech Mage:
• Has a magical connection to things of metal and moving parts.
Menincissor Mage:
• Subset of the Psionic ability. Also known as a Mind Cutter. Able to
penetrate mental defenses and induce pain and fear. Excel at disabling
their targets.
Metamorphose Mage:
• Arcane Magic. Has the ability to change their shape into a bestial form,
often into a monstrous and terrifying creature. Even a lower leveled
significant need an anti tank gun to be hurt, as well being incredibly
strong and fast physically when transformed. A Prime is almost
indestructible, with immense physical might, and someone off the Charts
like Arabella and the Beast of Cologne are basically indestructible,
needing to be drowned or something similar to be dealt with. You have
access to a limited version of various traits of your transformation
(strength, olfactory sense, etc) in human form. You are free to design
your own form however you want, and retain your reasoning when
transformed.
Mentamalleus:
• Also known as mindhammers, they’re more commonly known as false
halcyons, which is not strictly accurate. The magic of a false halcyon also
attacks the amygdala and hypothalamus, but primarily targets the frontal
cortex, and instead of triggering hormonal responses, it permanently
damages the physical structure of the brain. The attack is performed
mentally, but if it succeeds, the damage to the mind is mirrored by the
physical trauma to the brain. The results are predictably horrific. A
halcyon is calm and logical. A false halcyon is an unstable creature that
throws all of themselves into their attack with the passion of an upset
toddler. They commit completely, they are fueled by their emotions, and
they cause irreparable damage. Like true halcyons, they can induce a
temporary state of euphoria, but at the end of it, their victim loses most
of their cognitive abilities.
Mnemonic:
• Has near-perfect metal recall, either auditory or visual. Able to
reproduce what is seen or heard.
Oneiromancer:
• Predicts the future through dreams, usually limited to a specific field like
the stock market.
Phobic:
• Subtype of Psionic. Specializes in fear. Creates uncontrollable panic.
Projector – Has the ability to transmit images and feelings to the minds
of other.
Magus Praelia:
• Mages with the praelia talent summons weapons and amplified either
themselves, their weapons or both with their magic. But the area of the
magic talent covers a lot of ground. In general terms, it meant a mage
who used melee weapons, summoned or real, and alters their bodies to
make themselves better killers. Some praelia made themselves faster or
stronger, others boosted their reflexes. Some were capable of unleashing
bursts of magic with their weapons. And some truly powerful ones can
do all of them together at deadly levels.
Psionic:
• A type of Telepath that temporarily overloads the minds of others,
inundating them with strong emotions. Able to influence on a mass scale.
Affects survival emotions like fear, rage and shame. Has several subsets.
Psychrokinetic:
• Elemental Magic. Possess mastery over ice, a subset of Aquakinetics.
Able to rapidly drop temperatures.
Pyrokinetic:
• Elemental Magic. Mastery over fire. Relatively rare ability.
Ratiocissor:
• Also known as a Mind Ripper. Descendant of a Phobic and a Menincissor
Mage. Able to penetrate mental defenses like a Mind Cutter, and induce
panic like a Phobic.
Reanimators:
• Subset of Animator. Able to control the bodies of the dead, use them as
weapons.
Shielder:
• A Telepath who protects the minds of others from mental attack or
control.
Siren:
• Incredibly rare. Has the ability to command others by enrapturing them.
When using their powers, a Siren makes those who hear or see them fall
in love with them to the point of madness, and works best when used
subtlety. It manifest as wings that one can only see through magical
sight, and also works through the mages voice. Sirens also have the other
side, known as the Harpy. The Harpy isn’t particularly efficient or
complicated. The Harpy is an elemental force that screams and destroys
the enemy’s soul. The victims still have an intact brain, but the complex
tangle of thoughts and emotions that makes them who they are is
destroyed. It is the permanent obliteration of the ego. If they can neither
think nor feel, they can no longer hurt you. However, the harpy is fueled
by the fierce, unstoppable love for those you hold dear. To protect them,
she will burn through all your magic, beyond the acceptable threshold,
and then she’ll cannibalize your mind so she can keep screaming. If that
happens, you will die. The wings appear black when the Harpy appears.
Sniffer:
• A mage who is sensitive to the magic of others, can sense the use of
magic over some distance.
Summonitor:
• Also known as Summoners. Have the ability to manifest and control
creatures from the Arcane realm.
Inorganic Telekinetic:
• Moves objects with the mind. Inorganic Telekinetics only have power
over non-living things – using their abilities on living beings is fatal when
it works, though it takes a lot of Magic to make it work on the living.
Outside of that, it is one of the most versatile magic Talents out there.
o For 100cp extra, you get to be a Tactile as well, allowing you to use
your telekinetic abilities to touch someone, causing immense,
almost unbearable pleasure wherever you touch them
telekinetically. It’s as if you touch someone with a heated mink
glove, the touch both soft and firm, and like molten honey, soft
and hot. The velvet heat can set every single nerve it touches on
an almost unbearable yet incredibly pleasant fire before melting
into pure pleasure. And what the one you touch feels both
physically and mentally loops back to you, making you partially
empathic/telepathic. This also allows you to project images,
emotions, perceptions, etc, as well as pick up impressions if
someone concentrates on things.
Telepath:
• Has the ability to communicate mentally, read minds.
Teleporter:
• Mental Mages. Able to transport themselves or items instantly from one
place to another, but can only teleport that which is organic. A
Teleportation is very risky, and cannot bring most clothes and items with
the teleporter. “A teleportation mage could teleport themselves, but
teleporting another person required complex arcane circles and a lot of
preparation, and a slight miscalculation or variation in weight could make
it backfire.”
Therionologist:
• Has the ability to command and communicate with animals. Practitioners
are usually known as Animal Mages. Incredibly rare. Often have trouble
bonding with humans, can lack empathy. Animal mages have degrees of
power like any other magic discipline. At the very bottom of that power
ladder are those who can bond with a single species. Then they start
climbing up the hierarchy of zoological classification. Those with Average
abilities typically can affect an order like Rodentia or Carnivora. At
Significant and Prime levels, most are capable of affecting the entire
class, meaning there are Primes specializing in Mammals, or Birds, or
Reptiles. Those with remarkable power can affect more than one of
these classes.
Weather Mage:
• Elemental Magic. Has the ability to control and manipulate the weather.
Zoefactor:
• Arcane Magic. Makes nearly indestructible constructs held together and
animated by magic, which are then controlled by an Animator.
Arkan’s Talent (Can only be bought as a Prime):
• The unique magical Talent of Arkan, one of the deadliest mages and
assassins alive. Passively, it generates a passive field that’s approximately
one quarter of an inch deep. No object can penetrate the field without
the mage allowing it to do so. Neither a blade nor a bullet can hurt them.
You can drop the field long enough to get drunk, although if someone
tries to pour alcohol down your throat against your will, it wouldn’t
touch you. You thankfully don’t have to exert conscious effort to put on
clothes and brush your hair in the morning, or any other similar cases, as
your Magic works for you instinctively. The field rejects objects
depending on their density and threat level. Gasses are unaffected,
liquids are affected somewhat, and solid matter can’t penetrate at all.
However, there is also danger that’s a factor when it comes to being
protected, as anything “dangerous” won’t get through unless you want it
to. You won’t get wet in the rain unless you want to, but you can be
repeatedly splashed with acid and it will never burn you. The field also
negates things like lightning, fire, etc. Only a Null field sword can ignore
it. But your main magic (active magic if you will) is something that can’t
be countered except from a very specific spell used together with a
specific magic Talent. When you activate it, you get ten seconds of pure
freedom to do whatever the hell you want while everyone else stands
petrified, as if time has stopped. The range of the freeze is twenty-five
meters.
Missing Magic Talent:
• Is there a magic talent missing from the list? You can pick it up using this
option. Any talent shown or mentioned in the Hidden Legacy world is up
for grabs using this option.
Unique Magic Talent:
• Not happy with any of the choices above? Then go ahead and make your
own unique Magical Talent.

Items:
The Hidden Legacy series (Free):
• Here, you get the entire Hidden Legacy book series for you to read. It
also comes with audiobooks, movies and series made of the source
material that has been made to be your ideal versions.
Never ending chalk (100):
• Chalk is the best known item when it comes to making magic circles in
this world, and now you won’t ever run out. Any Magic circles written
with this chalk will be far easier to write and create than any created
with any other chalk, and will gain a slightly enhanced effect. You can
summon and vanish the piece of chalk at will.
Gun (100):
• A decent gun of your own choice. It never needs maintenance, will never
run out of ammo, never jam and will always return if lost or stolen.
Family Business (100):
• This is a small family business of your own choice. It brings in enough
money to keep the family fed with a roof over their head, though if you
want it to grow beyond that, you will have to take the initiative. It will
keep any development and growth you make. Unless you choose
something else, this will be a small private investigation business with a
good local reputation.
Wealth (200):
• Money is power, no matter what world you are in, and that is true even
in this world, filled with mages and amazing magic. You are now one of
the wealthy ones, worth several billions of dollars, all anchored and
protected from outside interference. You own several businesses that
runs themselves perfectly, granting you a yearly income of several
hundreds of millions. All of this is handled by a professional team of
economists that deals with taxes and anything else that may be needed,
allowing you to use your wealth however you want. The team follows
you in your jumps as followers.
Magic Codex (200):
• This is a digital library containing all the magical knowledge from the
world of Hidden Legacy, even that which is hidden or kept secret in
families, houses and groups around the world. This includes anything
associated with Magic, like technology, science and detailed (even
private) information on mages. It will update to gain the same amount of
information in future worlds, and comes with an intuitive user interface
and search function that allows you to easily find what you want.
Null Sword (200):
• This is a Null Sword. It starts as a short sword, a straightforward weapon,
almost plain: about fourteen inches overall, with a ten-inch double-
edged blade, and a grip that fits your hand/s perfectly. Both the cross
guard and the pommel shimmers with blued steel, catching the light. The
blade seems to be unusually wide for the length. However with a flick of
your wrist, the blade unfolds like a telescopic pole, and becomes a true
sword with the exact length that fits you best. Logic said there should
have been lines between the segments, but there are none, making it a
functional blade in this state. But when you sink some Magic into it, it
shows it’s true ability. By letting your magic flow into the hilt, faint dark
lines forms on the blade, growing into an intricate pattern of tiny arcane
circles. The blade is then edged by a Null Field, which is what happens
when magic is focused so reality touched the arcane directly. Nothing
could penetrate it. This makes the blade indestructible, and allows it to
cut through anything besides another null field. Unlike the prototype
developed by the Prime Hephaestus Mage Linus Duncan, this one has
been perfected and comes with several benefits. It is the ideal weight for
you, with a perfect balance for you that makes it feel like an extension of
your body. The magical drain has been fixed, where you only need to
supply a minimal amount of Magic to activate it, and it is then kept active
through a closed Magic circuit that only stops when you choose to turn it
off, taking away the biggest downside of the prototype, which was the
immense magic drain it had on its wielders.
Security and Investigative Agency (400):
• You are now the owner of a large Security and Investigative Agency, akin
to MII and Shaffer Security. This is a massive behemoth of a firm, one
that is heavily entrenched in society and whatever nation you are based
in’s power grid. It has vast resources, skilled and talented workers,
including several powerful mages of different Talents, and is run by an
irrevocably loyal and immensely skilled Illusion or Truthseeker Prime CEO
follower of your own design that may be added as a companion of you
want.
Assassin company (400):
• You now own your very own Assassination firm. You have over a
hundred mage assassins at your disposal, most of them Significants with
a few Primes, all irrevocably loyal Followers that can be turned into
Companions. Those who wish to hire assassins comes to find a way to
contact the firm, and if they are able to pay, you or whomever you have
lead the firm, may sanction the hit. By those in the know, your firm is a
known quantity that is too useful and powerful to be dealt with in any
way. The firm will have a high profit ratio and will run itself fine without
your interference if you want it to.
Private military (400):
• Like Mad Rogan, you are now the owner of a large Private Military, filled
with highly skilled and experienced ex military, all of which are
irrevocably and fervently loyal to you. It comes with vast resources,
including armories, military vehicles and talented and powerful mages,
all of which is ready to fulfill whatever purpose you need them for.
Osiris Serum (600):
• This is a case containing seven vials of a perfected version of the Osiris
Serum. Five vials allows the one who ingest it to attain the magic abilities
of a certain rank, depending on the vial taken. The ranks are Minor,
Average, Notable, Significant and Prime. It also contains one vial that
turns anyone, even someone who has taken the serum before, or was a
mage from before, into an off the charts Prime. Unlike normal Osiris
Serum, these have no chance of killing or Warping the one who takes it,
instead being guaranteed to awaken magical abilities in the recipient.
The magical power will either be one that fits the recipient, completely
random, or a power of your choice, in which case you can give them two
power, making them Dual Talented, with at least one of them being the
rank of the vial, the other being either the same rank or a lower one.
Taking more than one dose won’t increase the power of whomever takes
it, unless they receive the off the charts vial, after which there are no
further increases. There is also one additional vial, which grants power
similar to an off the charts Prime, at the cost of turning the recipient into
a Warped. The Warped created by this serum will still permanently
become monster-like and animalistic physically and mentally, but won’t
die from being a Warped. They will also become irrevocably loyal and
obedient towards you, allowing you to create an army of Warped Mages
if you want. The Case refills whenever you close it, and the magic
becomes hereditary in whomever receives a serum. Don’t let the
Wardens or the National Assemblies know about this, or you will be
hunted and killed by the most dangerous organizations in this world,
Magic amplifier (600):
• This artifact takes whatever form you want it to take, and is completely
indestructible. It has the incredible ability to amplify the magic of
whomever uses it exponentially. An Average Mage becomes equal to a
powerful Prime, and a lower end Prime becomes the equivalent of a
living Nuke. It increases the Talent, power, control and reservoir of the
one who uses it, and works for any supernatural abilities, nor just magic.
Abyss (600):
• This shouldn’t exist, for a good reason. This is a “Saito construct”, a
magical construct that’s alive, capable of independent decisions, self-
repair, and growth, both physically and mentally. It is a hybrid between a
construct and a living creature, alive in a whole different way with magic
so powerful it can swallow a grenade blast like it is nothing, a
regeneration that would require a power source more potent than any
infusion. It is a magical construct with true life, a real mind, alongside
both telepathic and animator magic abilities. It is highly adaptable,
capable of expanding and grow rapidly and can regeneration from
anything as long as a node exists. It is also capable of altering its
environment to suit whatever it needs. However, unlike any other Saito’s
construct, this one is unique in that it doesn’t see Humanity as a whole
as a threat. It is also irrevocably loyal to you. You may choose if it’s more
like an obedient pet and stays that way, or if it has reached full sentience
and sapience. One will be an amazing and highly functional tool, the
other would be an amazing partner and a powerful Mage that can read
minds as well as create and control an army worth of regenerating
constructs. You are free to design them however you want. The latter
can be turned into a Companion
Companions:
Import- 50
• Every purchase of this option lets you import an existing companion or
create a new one. They gain an origin of their choice, the freebies and
discounts of that origin and 600CP to spend.
Canon (free):
• This option grants you a metaphorical ticket that can potentially
convince one character of your choice to come along with you as a
companion. You’ll be assured to meet this person several times and even
be likely to befriend them but coming along with you is something they
must agree to. Can be purchased several times.
Chosen by Magic (Free):
• You can choose any character form the Hidden Legacy universe. They will
be destined to meet and fall in love with you, the love being true and
deep, and will last for eternity being just as strong and vivid. If you desire
it, then you will be their very first love and lover, though the last part will
be unable to happen if they are parents, unless you arrive before they
become parents. If you pick more then one or you get other lovers, they
will be willing to share you. Some may not be happy about it, but they
will because they love you. If you want to, you have the option of
creating an identical clone of the character, so one of them stays in their
original world with their friends and family while the other gallivants off
with you. You can decide which one is the “real” one and which you take
with you, the original, the new, or even both. No matter what you
choose, you will be right.
A House (100):
• You may create your own House, which is a family of mages consisting of
at least two Primes in three generations. You may choose to be the heir,
the Head of House, the last member or one of many. If there are more
than you in the House, you may design them however you want them to
be, from individual personalities, appearances, magical power, how
many primes there are, what the relationship between you and them is,
and anything else. You may design your House, it’s Magic and it’s
members however you want.
Sgt. Teddy (Free):
• Several years ago, the military attempted to apply magic and genetic
engineering to make hyperintelligent bears that they planned to use in
combat. The program has since been discontinued but some of its animal
combatants remained. Sgt. Teddy is one of them. An enormous Kodiak,
he stands at five feet three inches tall on all fours and ten and a half feet
tall when he rears. He weighs over fifteen hundred pounds, and his paws
are bigger than a human head and can crack a human skull like a walnut
with one swipe. His claws are almost six inches long and his teeth would
give you nightmares. However, despite all of that, Sgt. Teddy is a pacifist.
He prefers human company to living in the wild, is incredibly cuddly and
wholesome, enjoys being with children, and when necessary is quite
protective towards those he considers precious.
Drawbacks:
Supplement Mode - 0cp
• Well it turns out this entire time you only filled out part of the
paperwork. You may take this jump and use it as a supplement to a
second jump. This will allow you to either merge the two jumps or for
you to take all of your purchases into a new world. Just remember you
can't run from the drawbacks with this, no matter how hard you try.
Optionally, you may use any other Jump doc as a supplements for this
jump instead.
Alternate Universe - 0cp:
• Perhaps you don’t want to be in the original story. You can enter any
alternate universe of the source material, or you can enter one with
changes you yourself have chosen. Create your own Fanfiction idea and
enter that. There are no limits here, only that the world and characters
still are the ones from Source material.
Character subversion - 0cp:
• You take the place of a character from the source material. This will grant
you the powers, skills and knowledge of the one you take the place of,
but unless you have bought it with perks, you will loose the powers post
jump.
Crossover - 0cp:
• This will allow you to merge this world with another world. How this
merge is up to you. Perhaps you want to be the only one with the
powers from this world, perhaps you want the world to merge fully so
that the world have always been apart of the other world or vice versa.
However you desire the crossover to be, go ahead. If taken with
Alternate Universe, you can choose any AU you want, not merely locked
into this worlds stories. If taken with Character Subversion, you can
choose any character from the world you want, not merely locked into
this worlds characters.
Time - 0cp:
• You are free to choose whenever you want to arrive in the world. If you
pick Character Subversion, you can start all the way back to the
beginning of their birth.
Time extension - 100cp:
• You get 100cp for every 10 years extra you spend here. Can be bought
multiple times.
Senseless - 100cp:
• For every time you pick this, you lose one sense for the next ten years.
This can be picked however many times you like, losing a new sense each
time or extending the time you don’t have a sense. If your jump ends
earlier than the time you have sense loss, this drawback will then follow
you too the next jump until you have been senseless for how many years
you chose.
Memories - 200cp:
• You have no memories from before this jump, and will not have them
back until after ten years.
No-Power 300cp:
• You will not have access to any of the powers, perks and etc. you have
from outside this jump. This applies to your companions also.
No items – 300cp:
• You will not have access to any item from outside this jump, nor the
warehouse. This applies to your companions also.
Debt-ridden - 400cp:
• You and your family has a debt. A large debt. One you will be unable to
pay back fully in anything shorter than ten years. The creditors are
ruthless, and will take every single dime you have that you don’t need to
survive. Expect to live like a pauper for the next ten years.
PTSD - 400cp:
• You suffer from terrible PTSD. You cannot treat it, though you can learn
to manage it with dedicated counseling. But even once you have learn to
manage it, you will still suffer from severe attacks at inopportune
moments.
Warped - 600cp:
• You have been Warped by Magic, turning you into a monster-like,
hideous humanoid creature that suffers from a bestial mind and
struggles to talk normal. Most people will look at you with disgust, and
will want to have nothing to do with you. Others will want to take you to
use for magical experiments to find out how you survived whatever
changed you.
Notes:
• Synergy between talents.
o If you have more than one type of Magic, you can have them work
synergistically, granting beneficial effects with each other by
having them, making the magical talents synergetic in function.
Like a Telekinetic and a Hephaestus Mage. A Hephaestus mage can
make components and materials mold and shape and snap
together but only in a very narrow range. But if they are also an
inorganic telekinetic, they would be able to levitate parts to
themselves from great ranges, as well as shape them
telekinetically. They can just sit there and use telekinesis to mold
them above their head. And it can be very fast, nigh
instantaneous.
• Magic:
o Most mages has an active and a passive field. Active magical
abilities required conscious effort, while passive powers were
autonomic like breathing or sweating.
• Purchases:
o More purchases of Prime does not make you twice as powerful as
an ordinary Prime. Instead, it only grants you the Magic reservoir
of a normal Prime, with the Prime level Talent of all your prime
purchases.
• Off the Charts:
o This does not make a Minor Talent into a Prime Talent. It simply
makes you off the charts for a Minor Talent. Still a Minor Talent,
but a powerful one. The Prime level is the one with the highest
effect from it, as Prime is the highest level with no known limit.
• Stacking:
o Overflowing Magic and Off the Charts stack, and will turn you into
the most powerful single mage in Hidden Legacy if based on power
and magic reservoir.

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