This section covers the math behind the dice, the art of consequences, and the rhythm of a campaign. Read this before your first session. Refer back to it when things get complicated.
Setting the Danger Class
The Danger Class (DC) is the target number players must meet or exceed. Setting it right is the most important thing you do.
The Golden Rule: DC 6 Is Standard
For a competent character (Dice Power 5, rolling 2d6), DC 6 provides the most tension: success is likely, but consequences are common. This is your default. Use it unless you have a specific reason not to.
Here's the full scale:
| DC | Difficulty | When to Use |
|---|---|---|
| 4 | Routine | Trivial tasks, showing off, actions under ideal conditions |
| 6 | Standard | Most actions. The default. Competent characters succeed with effort. |
| 8 | Demanding | Specialized tasks. Requires expertise or resources to attempt safely. |
| 10 | Severe | Heroic difficulty. Even skilled characters need luck or preparation. |
| 12+ | Legendary | The stuff of myths. Requires burning resources, breaking Assets, pushing limits. |
What the Numbers Mean
A character with Base Power 4 (Metre 2 + Limit 2) rolls 1d10 against DC 6. That's a coin flip for basic successâand they cannot achieve a Clean Success (DC+3 = 9) because their maximum roll is 10. They're scraping by.
A character with Base Power 5 rolls 2d6. Their average is 7âjust above DC 6. They'll succeed most of the time, but often with consequences. To reliably hit Clean Success, they need to add Tags.
This is intentional. The system wants players to use their tools: Assets, Spells, Class Abilities. A roll without any Tags is a roll where you're not trying hard enough.
The Consequence Gap
The most common result in unGOD Magica is Success with Consequences (rolling DC to DC+2). This is where the drama lives. The character gets what they wantâbut there's a cost.
As GM, you need a toolkit of consequences ready to go. Here are your options:
The Consequence Menu
Stress: The simplest consequence. "It works, but it takes something out of you. Mark 1 Stress." Use sparinglyâStress adds up fast.
Time: "It works, but it takes longer than expected." The alarm is raised. The window closes. Reinforcements arrive. Good for heist scenarios and chases.
Noise: "It works, but someone noticed." A witness. A camera. A rival who now knows where you are. This is how you escalate scenes without blocking success.
Collateral: "It works, but something else breaks." The spell hits the target AND the bystander. The door opens AND the alarm triggers. The lie lands AND your ally is implicated.
Cost: "It works, but you used up something." An Asset is Broken without a Break Roll. A relationship is strained. A resource is depleted.
Information: "It works, but they learned something about you." Your bloodline is revealed. Your weakness is exposed. Your plan is compromised. Information is currency in this game.
Debt: "It works, but you owe someone." An NPC helped, and now they'll want a favor. A spirit was summoned, and it expects payment. A deal was made in the heat of the moment.
Player Choice
When possible, offer players a choice between consequences. "You can take 2 Stress, or the Veil drops by 1. Your call." This keeps players invested in the fiction and lets them decide what their character would sacrifice.
Practice-Specific Consequences
When a spell results in Success with Consequences, draw from the Practice's themes. Here are examples:
Kinetics
- Recoil throws the caster prone or off-balance
- Debris injures an ally or bystander
- The force is impreciseâcollateral damage
Thermodynamics
- The room temperature spikes or plunges dangerously
- Smoke or steam obscures vision
- The caster's hands are burned or frostbitten (1 Stress)
Electrodynamics
- All electronics in the area are fried
- The caster is briefly paralyzed by feedback
- Lights flickerâwitnesses notice something strange
Cognition
- The caster sees something they didn't want to know
- The target feels the intrusion and knows who did it
- Memories bleedâthe caster temporarily confuses their own past with the target's
Binding
- The summoned entity obeys the letter, not the spirit, of the command
- Something else slips through while the door is open
- The binding holds, but the caster must remain still to maintain it
Authority
- The target obeys, but resents itâa future enemy is made
- The compulsion is too strong; the target acts excessively
- Others who witnessed the command become wary of the caster
Prediction
- The vision is accurate but incompleteâa crucial detail is missing
- The caster sees multiple possible futures and can't tell which is real
- The target of the prediction becomes aware they've been scryed
Signal Proxes
- The illusion is imperfectâone detail is wrong
- The communication is intercepted by a third party
- The sensory input leaves a magical trace that can be followed
Managing the Veil
The Veil is a shared resource representing how intact the magical masquerade remains. It starts at 6 and drops when practitioners are careless.
When to Drop the Veil
- Magic is witnessed by mundanes who don't understand what they saw
- Evidence is left behindâscorch marks, impossible wounds, violated physics
- Practitioners are photographed, recorded, or documented
- The mundane world starts asking questions
How Much to Drop
1 point: A single witness. Ambiguous evidence. Something that could be explained away. The default.
2 points: Multiple witnesses. Clear evidence. Something that will be talked about.
3+ points: Spectacular displays. Mass witnesses. Undeniable proof. Reserve for catastrophic failures.
Veil Thresholds
Veil 6-4: Normal operations. The mundane world is oblivious. Play proceeds as usual.
Veil 3: Attention is gathering. Introduce journalists, investigators, conspiracy theorists. Make the players feel watched. Social rolls to maintain cover become harder.
Veil 1: The masquerade is cracking. Other Familias send cleanersâpractitioners whose job is to contain exposure, by any means necessary. Rivals gain leverage. The players are now a liability to magical society.
Veil 0: Catastrophic exposure. This is a campaign-defining event. The GM introduces a major complication that persists past Walpurgisnachtâa government investigation, a public scandal, a hunter organization that now knows magic is real. The consequences are permanent.
Pacing the Pilgrimage
A standard campaign covers three months of in-game time, from the start of the Pilgrimage to Walpurgisnacht. Here's how to structure it:
The Three-Act Structure
Act One (Weeks 1-4): Gathering
The characters learn about this year's host city. They make travel arrangements. They encounter the first rivals and allies. Establish the stakes: What does each character want from their Wish? What stands in their way?
Act Two (Weeks 5-8): Positioning
The characters arrive in or near the host city. Alliances form and break. Rivals make moves. The Veil is tested. This is where most of the campaign happensâschemes, heists, betrayals, reluctant partnerships.
Act Three (Weeks 9-12): Convergence
Everyone is in place. Old debts come due. The full moon restores Seals. Walpurgisnacht approaches. Tension escalates. End this act with the beginning of Walpurgisnacht itself.
Session Pacing
Each session should advance the calendar by roughly 3-7 days. This gives you 8-12 sessions for a full campaign. Adjust based on your group's pace.
Not every day needs to be played. Use montages: "The next week is travel. Roll Cognetics + Interfacing to see how smoothly it goes." Reserve scene-by-scene play for moments of tension.
The Full Moon
Once per month, the full moon rises and all Seals are restored to 5. This is a built-in pacing beat. Players will learn to plan around itâ"We need to wait for the full moon before we can attempt this."
The full moon also attracts attention. Other practitioners gather. Rituals are performed. It's a natural time for social encounters, information gathering, and alliance negotiation.
Running Walpurgisnacht
Walpurgisnacht is the climax of the campaign. The rules change. The gloves come off.
The Four Phases
Phase I â Preparation (Evening)
RC-2 cap. Magic is still hidden. Characters make final preparations, set traps, secure positions. The tension builds.
Phase II â The Hunt (Night Falls)
RC-3 unlocked. The Moon rises. Mundane memory begins to blur. Practitioners track each other, form last-minute alliances, eliminate rivals through indirect means.
Phase III â The Duel (Midnight)
RC-4 unlocked. All power is available. Open conflict. This is where characters die, are erased, or are exiled from magical society. The Wish is contested.
Phase IV â The Wish (Dawn)
One practitioner stands victoriousâor pays the highest price. The Wish is granted. The Moon sets. Mundane memory of the night is erased. The Veil resets to 6.
The Wish
The Wish can be anything. Literally anything. Resurrection. Wealth. Power. Revenge. The erasure of an enemy from history. A loved one returned.
As GM, your job is to grant the Wish as statedâbut the Wish is narrative, not mechanical. It's the campaign's epilogue. Work with the winning player to describe what happens. Let it breathe.
If multiple characters survive and cooperate, they can share a Wishâbut it must be something all of them want. Compromise is required.
Probability Reference
For when you need to know the actual odds:
| Dice Power | Dice | Avg Roll | P(â„6) | P(â„9) | P(â„12) |
|---|---|---|---|---|---|
| 1 | 1d4 | 2.5 | 0% | 0% | 0% |
| 2 | 1d6 | 3.5 | 17% | 0% | 0% |
| 3 | 1d8 | 4.5 | 38% | 0% | 0% |
| 4 | 1d10 | 5.5 | 50% | 20% | 0% |
| 5 | 2d6 | 7 | 72% | 28% | 3% |
| 6 | 2d8 | 9 | 84% | 50% | 16% |
| 7 | 2d10 | 11 | 90% | 64% | 36% |
| 8 | 3d8 | 13.5 | 95% | 81% | 55% |
| 9 | 3d10 | 16.5 | 97% | 89% | 73% |
| 10+ | 4d8 | 18 | 99% | 94% | 80% |
P(â„6) = chance to succeed at standard DC. P(â„9) = chance for Clean Success. P(â„12) = chance for Critical at DC 6.
The jump from Power 4 (1d10) to Power 5 (2d6) is the competence threshold. Below it, characters are unreliable. Above it, they're functional. This is why the system rewards adding Tags.
Final Advice
Say yes to interesting failures
A failed roll isn't a dead endâit's a complication. The characters don't pick the lock, but they find another way in (and trigger the alarm). The spell fizzles, but the target knows someone was trying.
Make NPCs want things
Every rival should have a reason to pursue the Wish. Every ally should have a price. Every bloodline has expectations. The more the players understand NPC motivations, the richer the scheming becomes.
The Veil is a pressure cooker
Drop it slowly. Let the players feel it ticking down. The moments when they choose to let it dropâto save a life, to win a fightâshould feel meaningful.
Bloodline Doctrines are free drama
Whenever a player's action could be framed as upholding or defying their Doctrine, point it out. XP triggers keep players engaged with their character's identity.
Walpurgisnacht is a sprint, not a marathon
The final night should feel fast and dangerous. Don't let it drag. Keep the pressure up. Let characters die if the dice say soâthis is what they've been building toward.