unGOD MAGICAplaytest v0.7

PLAYTEST v0.7 · FRESH FROM A GAME JAM · KEEP IT SECRET

A secret magical society TRPG about Walpurgisnacht

unGOD Magica

three months to prepare, one night to win everything

Live mundane lives for months, then converge on the one night when magic is real. When Walpurgisnacht rises, the Moon erases memory, the Veil falls, and one Wish is granted to whoever prevails or pays the highest price.

Walpurgisnacht is in — days The Veil

“Walpurgisnacht is in 87 days. What's your Wish? Who else wants it?”

How the GM should open the campaign, from Campaign & XP.

Core pillars

What the game is about

I

Secrecy is survival

Magic stays hidden outside Walpurgisnacht. The Veil is a shared resource that measures your group's exposure.

II

Mundane life matters

Your day job, relationships and cover identity give you access, pressure and resources.

III

Magic is modular

Build your style from 18 Practices and escalate spells through Risk Classes RC-0 to RC-4.

IV

Risk is rewarded

Push harder, spend more Stress, take bigger consequences. Critical successes earn Arcana Assi.

V

Legacy shapes you

Your Bloodline has a Doctrine. Uphold it or defy it: both earn XP.

VI

One Wish

Every rival on the pilgrimage wants something. Only one practitioner gets it.

Core Rules · The Roll Curve

Dice Power becomes dice

Base Power is Metre + Limit. Add Class Abilities, Asset Tags and Spell Tags, then read your dice off the curve and roll against the Danger Class. DC 6 is standard.

Below DC · FailureDC to DC+2 · Success with ConsequencesDC+3 · Clean SuccessDC+10 · Critical, gain an Arcana Asso

The jump from Power 4 (1d10) to Power 5 (2d6) is the competence threshold. Try it in the roller.

Resources

What magic costs

9

Stress

The default cost of casting: 1 per RC-1+ Tag. When it's full, new Stress becomes Wounds.

5

Wounds

Fill all five and you're down, and vulnerable to death.

5

Seals

Deep reserves. Restored only under the full moon, and on Walpurgisnacht.

♦ ♥ ♣ ♠

Arcana Assi

Earned on a Critical. Spend a matching Asso to cast without paying Stress.

Character Creation · Arcana Familias

Choose your bloodline

Each grants two Affinity Practices, a Signature Effect, a Doctrine, an Ancestral Pressure and a Walpurgisnacht Edge.

Classes

How you approach power

Where to start

Pick your way in

New player

  1. Resolution System
  2. Character Creation, step by step
  3. Grimoire: pick four Practices
  4. Character Simulator: build one step by step

Game master

  1. GM Guidance: DC 6 is standard
  2. Starter Scenario
  3. Example of Play
  • 2–5 players
  • 10–12 sessions a pilgrimage
  • 18 Practices · 97 spells
  • Tone: secret society, competitive
Magic System · The 18 Practices

The Grimoire

Every Practice holds five or six spells, and every spell climbs five Tags from RC-0 (cantrip, free) to RC-4 (catastrophic). Each Tag you stack adds +1 Dice Power; each RC-1+ Tag costs 1 Stress.

Unlocked up to
Core Rules · Resolution System

Roll the curve

Build your Dice Power, read your dice off the Roll Curve, and roll against the Danger Class. The roller shows the success band and what the cast cost you.

Base Power Metre + Limit
Class Abilities +1 each
Asset Tags +1 each · puts the Asset at risk
Spell Tags, RC-0 +1 each · free
Spell Tags, RC-1 and up +1 each · 1 Stress each
Danger Class
Total Dice Power
A roll without any Tags is a roll where you're not trying hard enough.

Your practitioner

Character Creation · Tools

Character Simulator

Build a practitioner step by step: Bloodline, two mundane lives, a Class and its abilities, Metres and Limits, four Practices, starting spells from the grimoire, and Assets. Saves in this browser; characters exported from the old simulator import straight in.

Level1floor(XP spent ÷ 3) + 1
XP bank0max 12

Resources

Defences

Metres & Limits

Bloodline

Mundane lives

Class pick two abilities at creation

Practices choose four

Spells start with one RC-0 and one RC-1

Assets three to start · each Tag is +1 Dice Power at risk

End-of-session questions