PLAYTEST v0.7 · FRESH FROM A GAME JAM · KEEP IT SECRET
unGOD Magica
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 87 days. What's your Wish? Who else wants it?”
How the GM should open the campaign, from Campaign & XP.
What the game is about
Secrecy is survival
Magic stays hidden outside Walpurgisnacht. The Veil is a shared resource that measures your group's exposure.
Mundane life matters
Your day job, relationships and cover identity give you access, pressure and resources.
Magic is modular
Build your style from 18 Practices and escalate spells through Risk Classes RC-0 to RC-4.
Risk is rewarded
Push harder, spend more Stress, take bigger consequences. Critical successes earn Arcana Assi.
Legacy shapes you
Your Bloodline has a Doctrine. Uphold it or defy it: both earn XP.
One Wish
Every rival on the pilgrimage wants something. Only one practitioner gets it.
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.
The jump from Power 4 (1d10) to Power 5 (2d6) is the competence threshold. Try it in the roller.
What magic costs
Stress
The default cost of casting: 1 per RC-1+ Tag. When it's full, new Stress becomes Wounds.
Wounds
Fill all five and you're down, and vulnerable to death.
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.
Choose your bloodline
Each grants two Affinity Practices, a Signature Effect, a Doctrine, an Ancestral Pressure and a Walpurgisnacht Edge.
How you approach power
Pick your way in
New player
- Resolution System
- Character Creation, step by step
- Grimoire: pick four Practices
- Character Simulator: build one step by step
Game master
- GM Guidance: DC 6 is standard
- Starter Scenario
- Example of Play
- 2–5 players
- 10–12 sessions a pilgrimage
- 18 Practices · 97 spells
- Tone: secret society, competitive