How Magic Works
Magical energy is the raw power of possibility that eventually becomes matter, energy, and the forces between. This power is generally referred to as mana, although other terms such as juice, aether, vitae, essence, chi, orgone, or many others have been used in its place. This energy flows naturally through the various planes of reality but appears to either come from the plane we often refer to as “the physical world,” the “material plane,” or “base reality,” or it is most easily generated and absorbed here.
Everything that exists has some Mana in it. One unusual feature of Mana is that it appears to respond most strongly to sapient thought. Beings that can think on some level are always able to briefly gather, reshape, and redirect Mana to produce effects that don’t necessarily follow the normal rules of reality. The more complex and directed the thoughts, the more Mana will respond, sometimes with dramatic effect.
There are also spirits and entities that exist on other planes that can manipulate Mana to an incredible degree. These beings have trouble existing for long in the material plane, and often seem malleable and not entirely corporeal. These beings can be given names based on the myths around them, such as faerie, angels, demons, and so on. One major difference between spirits or entities is that they appear not to notice Backlash unless they are in the physical world, in which case it can make it more difficult for them to manifest.
Humans appear especially capable of using Mana to manipulate the base rules of reality unconsciously, even if they try to do otherwise. Expectations, fears, dreams, nightmares, can all have an effect on Mana and guide it into briefly creating effects. Their effects are usually so small and temporary that most people won’t notice they happened. Occasionally someone experiences an odd string of luck or wonders where a missing object came from or what caused that spark of electricity that started the fire. These humans in general can only reliably work magic in partnership with spirits, mediated through the use of rituals, which comes with big risks to the people performing the ritual.
However, some humans have the natural talent to guide large amounts of Mana in complex ways. They may have more will, or just absorb and redirect more Mana than others, or have a natural talent for a particular kind of magic. Most humans still use spirits to reliably create magical effects, or form long-term Bargains that will give them a variety of preternatural boons and Spells, bonding permanently with spirits to become Supernaturals.
A few of the remaining humans can modify reality as easily as any spirit, but only with the danger of experience direct Backlash from reality’s equal but opposite reactions as well as the risk of not fully controlling one’s own spells.
Magical Talents
There is no distinction in this game between Arcana or Psychic Powers (described in M:AGE, pages 94-107). These are all Magical Talents (which M:AGE calls P0wer Talents and F:AGE calls Magic), and are equally available to anyone with a Supernatural Type. Even Minor Talents may eventually learn more than their initial Magical Talent or Power, if they invest the Talent slots into it.
Besides the Talents, which provide access to Spells, magic can also be expressed through Rituals or Powers. The concept and basic ideas of Powers can be found in M:AGE-C, pages 61-66. Rituals and Theurgy are new concepts, added to the existing rules for Magical Talents.
Most scholars of magic recognize four ways to perform magical effects:
- Ritual Magic. This is the root of most magical systems known in the world. While every sapient creature can work magic in some way through theurgy, the majority of thinking creatures require the intervention of spirits. Early on, humans found ways to formally beseech the spirits for aid, and this became the basis for ritual magic. In the modern world, ritual magic is a science, the root of industry, and something even the least-talented mortals spend some time learning.
- Theurgy, or “High Magic.” This is sort of magic is the direct interface between a human mind and the threads of power underlying the universe. It is difficult to master, but also capable of modifying magic into incredible effects, and even creating unique spells never seen before. While Theurgy is extremely powerful, it always comes with an increased risk of Backlash, and so therefore even mages approach it with care.
- Goetia, or “Common Magic.” This was once referred to “dark magic,” although most people today understand that magic is neither light or dark; it is a tool like any other that can be used for good or evil. Goetia Spells are stable and reliable magical effects moderated through a spirit entity. The majority of supernaturals use this kind of magic. Even mages generally master Goetia in order to modify these Spells with Theurgy.
- Magia naturalis or “Natural Magic.” Originally meant the use of herbs and other natural elements to create certain effects. By more recent tradition, this refers to those inherent abilities, or powers, of supernatural creatures. This is rarely studied in depth by wizards.
Magical Ability
The default assumption in most versions of AGE is that magic is based on the Willpower Ability, and so all Extraordinary Powers, Talents, and Enhancements use that as the default Ability when asking for rolls. In this game, each Supernatural Type may have a different basis for their magic, usually either Communication, Constitution, Intelligence, or Willpower. With few exceptions, such as Intelligence-based knowledge rolls such as Arcana or Rituals, magical Focuses for the Talents (see M:AGE, page 94) chosen will fall under the Magic Ability for that Supernatural. The calculation for Magical Force (M:AGE, page 91) will use the Supernatural’s chosen Magic Ability plus appropriate Focus.
Mana Points
These are the same as Power Points from M:AGE, page 91, or Magic Points from F:AGE, page 66, and are used the same way to pay for Spells, Powers, or Rituals.
In most AGE games, only people with Magic Talents can have a need for Mana Points. However, ordinary people also have some degree of Mana within them, which might be stolen from them, Bargained for, or offered up as a participant in a Ritual. An ordinary person has 10 + Constitution +2 starting Mana, which increases by Willpower + 2 per level. After 10th level, a mundane person only gains Willpower points of Mana.
Check the rules for the individual Supernatural type, but most start with 10 + Magical Ability + 4 Mana Points, and gain an additional Ability + 4 per level. After 10th level, supernatural gain Ability points each level.
Mages start with 10 + Magical Ability +6 Mana Points, and gain Ability + 6 per level until 10th level, after which they gain Ability + 2 points per level.
A living being that has had all of its Mana drained cannot spend any Conviction and is at -2 to most rolls.
Sensing Mana: People, even those who are otherwise considered ordinary and not Supernatural, are naturally sensitive to the presence of Mana, especially when there is a large amount of it in the area. It usually takes some training to pay attention to these feelings, but anyone may be able to roll Perception + (any Magical Focus) at TN 9 to be generally aware of large collections of Mana, or to feel the presence of a Mana Channel or Wellspring and which direction is might flow toward or can be found. This allows a rough idea of how much Mana a person, object or place has in comparison to their own current total of Mana Points. This also explains how some people may instinctively try to protect themselves when they sense Mana targeting them in the shape of Spell. More specific details require a Power or Spell that reveal such information.
Subconscious Mana Use
Supernatural beings have several ways they can use Mana Points without consciously using Spells or Powers to create effects. Because these effects are not fully under the Supernatural’s control, some of the Mana they use will run wild and cause some level of Backlash.
- May spend 2 to add +1 to any Test that the player and GM agree is extremely important (or to add +1 to Defense to avoid an attack that will drop them to 0 Health). They may also spend 2 Mana to add +1 Stunt Point in appropriate situations. At levels 6-12, they may spend 4 Mana for a +2 bonus, at levels 13-20, 6 Mana for a +3 Bonus. This causes 1 Backlash
- Only in the case of Magical Tests, the player may subconsciously spend additional Mana at a rate of +1 Mana for +1 to a roll in order to succeed the test if otherwise they would fail. (Note that they can also add extra Backlash to achieve the same effect). This causes at least 1 Backlash, 2 Backlash if more than 5 Mana had to be spent.
- Some specific powers, such as Survival, may allow subconscious use of Mana even if the character is unconscious and unable to activate other powers. This is the only time subconscious Mana use does not cause Backlash
- Conviction (M:AGE, page 29) is another expression of most people’s natural magic. It is possible to buy a Conviction point for 4 Mana, or to spend a Conviction point to generate 4 Mana. Either use adds 1 Backlash.
Recovering Mana
When taking a Breather (M:AGE, page 46) to recover Health points, a supernatural may also regain Magic Ability + Level Mana points. Supernaturals with the Limited Mana Recovery Consequence must in some way meet the requirements of their recovery in order to get these Mana points. A normal person (or a Minor Talent) regains no Mana points during a Breather.
When taking a full hour of rest, normal people regain Willpower in Mana for each hour of rest. When a Supernatural with Limited Mana Recovery is meeting the requirements to regain Mana, they get 3 + Magic Ability + Level for each hour of rest.
Mages regain 6 + Willpower + Level Mana for every hour of rest.
While taking a Breather, or when resting, a Supernatural may consciously spend one or more Conviction point to regain 4 Mana per point without also taking Backlash. This can happen once during a Breather, or up to four times during an hour of rest.
Mana Channels and Wellsprings
There are natural places where power flows easily from the spirit realms to the physical world and back again. Mana Channels are sometimes referred to as “ley lines,” while Wellsprings are places where either channels begin, end up, or several channels cross each other. These are often places of legend, mystery, strange feelings, or in the strongest cases, pure wonder.
Channels follow natural pathways, such as waterways, animal trails, or air currents. This means many roads and other kinds of transportation will occupy the same space as a Channel, making it a challenge to access for any long period of time. Most Channels are not particularly strong, and it can take several flowing together or crossing each other before they are of much value to supernaturals. This can be thought of as the difference between trying to use a gentle stream to provide for all the water needs of a house, compared to a strong creek or river. It is the GM’s call whether a Channel is able to provide its usual benefits to Mana recovery or working with the Veil.
A Wellspring is where Mana collects, pools up, is generated in large amounts, or enters this plane of existence from other planes. Wellsprings often have other effects on the world around them. Even people without strong magical talents can sense this much Mana and are naturally drawn to these places. However, Wellsprings where people gather tend to be diffused by so many interacting with them and are hard to protect, and so most Supernaturals will not bother with them. The crowd at a baseball stadium might create a Wellspring during a game (as long as they’re having a good time), but that’s not really an easy Mana source to tap into. The most valuable Wellsprings are ones with enough power to be worth accessing but can be protected from casual visitors.
While within a Channel or Wellspring, most Supernaturals are able to naturally recover Mana even if they have the Limited Mana Recovery Consequence, as if the requirements for this consequence are being met. (Vampires are the lone exception to this rule.) Furthermore, any Supernatural may make a Magic Test against TN 11 to gain more Mana than usual. In Channels, a success on this roll adds +2d6 Mana per hour of rest, and in Wellsprings, +4d6 per hour of rest.
The Veil: A normal Channel reduces the local Veil by -1, a strong Channel reduces it by -2. An ordinary Wellspring reduces the Veil by at least -3, up to the strongest Wellsprings that can reduce the veil by -9. However, the Veil cannot be reduced below a rating of 1 in this way.
Sacrifice
A darker way of gathering Mana comes from sacrifice. A sacrifice must always involve physical harm to a living being, and many people and cultures will have strong negative reactions to those who perform such sacrifices. The act of sacrifice will leave traces in the aura, although these traces are different depending on whether they sacrifice from themselves or sacrifice animals, or sacrifice willing or unwilling humans.
The sacrifice requires a tool that invested with at least one Mana Point (requiring a simple Magic Test, TN 9, and a Major Action to prepare the instrument), and should force some kind of close interaction with the target (usually a melee weapon, although there have been some successful attempts to enchant missile weapons to properly channel the released Mana). They must then attack the target with the tool at +2 difficulty to hit due to concentrating on the mystical connection. For each point of damage inflicted, the caster frees up some amount of Mana that can be redirected toward the casting of a Spell or Ritual in the next round with a Minor Action.
If the caster is harming themselves, they receive one point of Mana for each point of Health they lose. If they harm another living being, they free up two points–one converted from Health, one taken from the target’s pool of Mana. When the victim reaches zero Health, the caster may force them to roll an immediate Constitution (Stamina) roll at TN 12 (not the usual 9) or die, releasing all remaining Mana Points in one burst, +1 for each point of Willpower and Constitution the target had.
To absorb and retain the Mana, rather than just directing it toward casting a Spell or Ritual, the caster must have prepared a Enchanted Item such as a Mana Battery, make use of the Power Absorb Mana the use the Power Arcana Spell Drink It In.
The Magic Test
Magic tests should be rolled for most uses of a Spell or Ritual. Minor magical effects and Powers generally do not require a roll, although the GM may decide circumstances or local Resistance might require a roll. The Magic Test uses that Supernatural’s Magic Ability (determined during character creation). A Focus in an Arcana, which is given at the Expert level of the Arcana, adds to this Magic Ability during tests.
Mana can be spent consciously to give a bonus to any Magic Test before the dice are rolled, at a rate of one Mana per +1 bonus. If a player does this to make sure they cannot roll a number below the Magic Test Target Number, then it is not necessary to roll for the test. (Note that Stunt Points will not be generated in that case.) This reduces the chances of Backlash, but can soon prove quite expensive.
If the Magic Test fails, the character will gain +1 Backlash.
Optional Rules: Careful Magic
One reason Backlash happens is that people cannot fully control their expectations and fears of what magic can do. Everyone is susceptible to Backlash, even those who ask the spirits to do the work for them, or have the talent to push those doubts aside, or have developed their skills in order to keep their magic under control.
In this option, which GMs may or may not allow, one way make it easier to cast Spells or Rituals and reduce the chances for Backlash is to use tools, repeated practiced methods (Spells), and extra time both in creating and ending a spell to be as careful as possible with one’s magic.
In the context of the game, these methods reduce the difficulty or cost of a given spell, reducing the chances of earning Backlash. The difficulty of a magical spell can never be reduced below TN 8.
- -1: increasing the casting time of a spell from minor action to major action, or major action to Full Round, or Full Round to two Full Rounds
- -1: Using some form of magical tools (such as wands, crystals, books, calligraphy on paper that must be burned, etc.)
- -1: Must make specific patterns with hands and fingers, requiring at least one hand to be free and able to move
- -1: Specific spoken phrases that must be stated clearly at conversational voice or louder
- -1: Requiring hard-to-obtain materials to be used in the spell (that will be consumed during the spell’s casting)
- -1 Mana cost: Increase Target Number by +1
Optional Rules: Resistance
While the fact of magic is generally accepted, the truth is that each act of magic pushes against the default state of reality. As Sir Isaac Newton observed, “Every action has an equal and opposite reaction.” This can be expressed as Backlash, but before that happens, some circumstances may increase the local Resistance to a specific magical effect and therefore increase the Target Number or Mana Cost for the Spell, Powe,r or Ritual. This optional rule may be used to convey the role local beliefs and circumstances can affect magic.
The following list is short and only gives a few examples; there may be many more factors that apply in a specific case. One thing a GM should consider when calculating Resistance is whether the magic taking place is something they want their version of reality to easily accept—for example, if teleportation is meant to be difficult in this game, then it should always face increased Resistance.
The GM may decide that more than 5 points of Resistance will result in automatic Backlash for any magic used in defiance of local reality.
- +1: The area is blessed or protected by some method, such as gestures against the Evil Eye, salt circles, horseshoes, or other common symbols believed to protect against hostile magics. This may only apply if the supernatural has a Weakness to such protections, and can increase if they are currently suffering Backlash related to this Weakness
- +1: Someone nearby has good reason why the magic should not work (it will hurt them or violate deep beliefs)
- +1: A witness knows the feat taking place is all but impossible
- +1: Increasing the speed of a casting the spell from Full Round to major action, or major action to minor action, or minor action to free action
- +1: A spell that witnesses have only ever seen performed with tools, gestures, magical words, or with unique components discards some or all of these. Resistance may increase for each element missing from casting, based on witness’ expectations
- -1: The area is appropriate for the kind of magic taking place, such as summoning ghosts in a cemetery or impressive martial arts in a dojo
- -1: Adds effect to a mundane feat that makes it extremely impressive
- -1: Someone nearby has a reason for the magic to work (it will actively help them or supports their beliefs)
- +2: There are several (up to five) witnesses present who actively disbelieve in the magic or who want the effect to fail
- +2: The magical effect is due to an extensive ritual that runs counter to the wishes of witnesses
- +2: There are active, regularly-maintained protections in place specifically meant to run into the Weaknesses of certain supernaturals, such as holy symbols, silver, garlic, and holy water for vampires or silver church bells for dreamwalkers
- -2: There are several (up to five) people who actively want the magic to work
- -2: The effect simply builds on a mundane effect in a way that most people wouldn’t know was odd (such as a bullet exploding a tank of gas)
- -2: The area is primed to help with magical effects, such an area under enchantment, a temple to the same god with a divine spirit in it, a wizard’s study, etc.
- -3: Several steps go into setting up a believable excuse why the magic makes sense, such as putting on a display of making good healthy soup and herbal teas to help fight a disease
- -3: A group of people (5-25) are praying for exactly the sort of help you are attempting to provide
- +3: The effect strains the belief of ordinary people even in a magical world, such as summoning something from nothing or full-body transformations in front of ordinary people
- +3: There is a group (around 5-25) who actively do not want the effect to take place
- -4: A large-scale effort goes into making the magic believable, such as making a complex illusion part of a theatrical show or creating a magical device through days of work in a shop with several assistants
- -4: A large number of people (at least 25-50) want the magic to succeed and have reason to think it should; for example, a church congregation expecting faith healing to work
- +4: The effect shatters the usual rules of reality even in the eyes of supernaturals, such as opening large gateways into other realms or transforming a rabbit into dragon
- +4: A large number of people (at least 25-50) who want the magic to fail; for example, the entire community believes that magic that brings back the dead should not work
Backlash
All magic is a push against reality, a defiance of the way the world is supposed to work. Reality will push back, sooner or later. This is known by many terms:“the price, the curse, the cost, paradox, strain, or lately, “backlash.” There are two major ways to gain Backlash: as a natural part of the cost of sort of magic being used (such as with Theurgy or Ritual magic), or when failing to properly cast the Magic. In the context of the game “reality,” most characters expect to dealt with minor Backlash now and then. It’s considered roughly the equivalent to suffering allergies, a cold, or a flare-up of some old injury. Major Backlash Consequences are rare, though, and will still draw notice.
A failure on a Magic Test will give the player at least one Backlash. Additional Backlash may be based on how powerful the Spell was, according to the GM’s judgment. As a rule of thumb, failing Master-level Spells might inflict two Backlash, and failing Grandmaster or Apex Spells may inflict three Backlash. If the player rolled a failure, they may instead choose to spend Conviction for a reroll, or Mana after the fact to avoid the failure, although this generates it own Backlash.
“Impossible” Magic
There are a few forms of magic which are either so powerful or so extreme as to violate the general ability of humanity to accept the supernatural, and therefore generates Backlash.
First, if you are using the optional rules for Resistance, when the local Resistance is +5 or more, the GM should award at least one Backlash for any Magic, even Spells or Powers that normally would not attract notice.
Possessing an Ability score above the normal human limit of 5 will also give Backlash. If the score is between 6-10, and source of superhuman ability is temporary, this just adds +1 to your Backlash points. If the source is permanent, such as buying your Ability to superhuman levels, you will gain +1 Permanent Backlash. If the score is 11-15, that’s +2 Backlash, and 16-20 is +3.
Every use of Theurgy generates Backlash, although the mage may avoid this by paying additional Mana. Every use of a Ritual also generates Backlash.
Consequences
Whenever a character gains Backlash, the player may choose to immediately accept Backlash Consequences. If the player instead allows the Backlash to accumulate, they will be forced to choose or roll for Consequences at the end of the sunrise or sunset cycle they are currently in. If they wish to avoid the Consequences for another cycle, they must roll Magic Ability vs. TN of 8 + total Backlash points. A success means the Consequences are delayed, a failure means Consequences will happen immediately.
If total Backlash exceeds the character’s Magic Ability the player will suffer Consequences.
The only way to lose Backlash is through Consequences. If the character has more Mana Points than Backlash, the player may choose to spend some or all of their current Backlash to “buy” Consequences that they can select (or they. May choose to randomly roll). If the character has more Backlash than Mana, then the player must randomly roll 1d6 for every 3 points of Backlash (round up) they currently have. Permanent Backlash is always taken into account when deciding how much Backlash to “spend” or deciding how many dice to roll, even though it remains after the Consequence has run its course.
If a Consequences roll does not discharge all of a character’s Backlash, they will gain +1 Backlash at the end of the sunrise or sunset cycle. If th more Backlash than current Mana Points, they gain +1 Backlash and immediately suffer Consequences.
Damage or Conditions caused by Backlash Consequences cannot be healed magically, either through spells or powers. They can only be recovered during normal recovery times (although supernaturally-high Constitution still applies in these cases).
Possible Consequences
Any of these Consequences may be chosen by the player. If you choose to roll, or are forced to randomly roll, first use 1d6 to determine what sort Consequences you will face, and then follow the charts from there. To determine how much Backlash you lose to your Consequences, roll 1d6 for every 3 Backlash points (include Permanent Backlash and round up). The result will indicate the severity of your Consequences and remove the same number of Backlash points (although Permanent Backlash can only be reduced with Permanent Consequences).
If you are instead choosing your own Backlash Consequences, you may choose to spend the maximum number of Backlash for that category, to the degree you wish, although you are expected to spend enough Backlash to reduce your total below your Magic Ability score. You may also suggest a Backlash Consequence that is in line with those listed, but not one presented here.
The GM may always negotiate Consequences with a player, or simply assign a novel Backlash Consequence in line with those listed, or may simply decide to roll randomly themselves.
Permanent Consequences
You may choose to mitigate Permanent Backlash through the use of Permanent Consequences. This usually involves purchasing a Minor level of an existing Supernatural Type Consequence, although you may also suggest a new Consequence unique to your character. Each point spent on the Consequence will reduce your Permanent Backlash total by -1, making other temporary Consequences less severe overall. However, there is no known way to remove a Permanent Consequence. Most Supernaturals, by default, have some of these Consequences already—in game terms, they’ve already paid for the Permanent Backlash for their bonuses, Magical Talents, and Powers.
Categories: (roll 1d6)
- 1-2: General
- 3-4: Supernatural Type
- 5-6: Spells
General
(roll 1d6 per 3 Backlash)
- 1-2: Minor
- Lose 1-2 Backlash (roll 1d6)
- 1-2: You suffer a -1 penalty to all rolls for the next sunrise to sunset cycle, or -2 to all actions for the next hour, or automatically fail all actions for the next 2 combat turns
- 3-4: Something visibly marks you as strange (like oddly glowing eyes or sudden smell of animal musk) and all NPC reactions to you will worsen by one step
- 5-6: You suffer up to 1d6 points of Conditions or damage.
- Lose 1-2 Backlash (roll 1d6)
- 3-4: Moderate
- Lose 3-4 Backlash (roll 1d6)
- 1-2: You suffer a -2 penalty to all rolls for the next sunrise or sunset cycle, or -3 to all actions for the next hour, or automatically fail all actions for the next 4 combat turns.
- 3-4: NPC reactions to you will be two steps worse, and you are constantly distracted by your own strangeness.
- 5-6: You suffer up to 2d6 points of Conditions or damage.
- Lose 3-4 Backlash (roll 1d6)
- 5-6: Major
- Lose 5-6 Backlash (roll 1d6):
- 1-2: You suffer -3 to penalty to all rolls for the next sunrise or sunset cycle, or -4 to all rolls for the next hour, or fail all actions for the next combat encounter.
- Most NPCs will be frightened or hostile toward you. You may not have full control over your own actions.
- You suffer up to 3d6 points of Conditions or damage.
- Lose 5-6 Backlash (roll 1d6):
Supernatural Type
(roll 1d6 per 3 Backlash)
All Supernatural Types have permanent Consequences that are always in effect at the Minor level. However, a Backlash Consequence can temporarily increase the severity of one or more of these Consequences.
As with the General Category, every 2 points of Backlash (round up) spent on a Consequence adds another level of severity. After the Major level are the Serious and Disastrous levels. If a Consequence reaches the Disastrous Level, the character may instead choose to drop the severity down to Moderate, but keep the Consequence at that level permanently.
If rolling randomly for effects, look at the number of Consequences that Supernatural Type faces and assign values accordingly. Many supernaturals have only four permanent Consequences–in those cases, choose two that would have double the chances of being affected, based on the circumstances. For example, a Shapeshifter may face double chances of Instincts and Marked increasing in severity.
- Disbelief—The supernatural’s existence runs counter to the expectations or beliefs of the predominant culture in the area. If their existence is discovered by ordinary people, they will must immediately roll for Social Reaction at -2 per degree of Severity. They also immediately take 1 point of Backlash for each degree of severity. At Moderate and higher degrees of Severity, they will face +1 to Target Numbers dealing with magic for each degree. (This can lead to terrible feedback loop if allowed to go on.)
- Instincts—The spirit inside the supernatural has its own desires and needs. Most supernaturals are slightly influenced by these instincts, such as a wolf’s desire to hunt at night, but at times the impulses become impossible to ignore. To temporarily resist these instincts, make a Willpower roll at TN 8 +2 for each level of Severity.
- Limited Mana Recovery—Your linked spirit can only absorb Mana through specific means, such as when in the presence of creative acts or when the Veil is low. The GM and player will decide mutually what the proper feeding method should be based on the themes of the Supernatural Type. Each degree of Severity will reduce how much Mana you can recover unless you can find ever-more-specific conditions to feed under. For example, if you can recover when around people who feeling passion, at Moderate level you will lose 2 Mana while feeding unless they are a specific strong emotion, such as fear or arousal. A Major Severity, you may need the target to feel terror about the potential loss of a loved one or lose 3 Mana during feeding. Alternately, at Moderate Severity, you might lose the ability to recover even in Channels or Wellsprings but have a fairly general method of feeding, as with vampires.
- Marked—The character bears visible signs of their supernatural nature. This could be a specific mark that can be found in multiple forms, unusually-colored eyes, hair, or marks on the skin, or less-tangible but still detectable aura such as a creeping sense of death and decay around an ancient vampire. A Marked character at Minor severity has a +1 difficulty to any attempt to hide their true nature from ordinary people, and will suffer an additional +2 difficulty for each level of severity when making Social rolls in situations where their true nature may not be accepted.
- Other Limitations—These are special rules that apply to how the character interacts with the world, such as the fact that vampires must pay Mana to wake up and be active each day, or that shifters under stress (such as in during full moon or when attacked with silver) may need to make a Willpower test or immediately shift forms. The GM and player are encouraged to work together to make an interesting limitation, based on the other example Consequences, and decide the requirements of each degree of Severity.
- Vulnerable—The supernatural cannot resist or easily heal from damage from the listed weapon. For example, shifters are vulnerable to silver, dreamwalkers are often vulnerable to iron (which includes steel weapons), and vampires are usually vulnerable to fire. At the Minor level, the character is unable to apply their Toughness to attacks against these weapons (but may still add Armor) or add their Constitution to Recovery rolls from these wounds. At Moderate, they will suffer 1d6 damage when touching the source of the vulnerability, at Major the presence of the substance within Magical Ability meters makes them feel nauseous (-1 to all physical rolls), at Serious they will take 1d3 damage each round they are within Magical Ability meters from the source and 2d6 from touching it, at Devastating they take 1d6 damage, at range and 3d6 from touching, and are at -2 to all physical rolls near it.
- Weakness—A specific set of conditions or objects that can affect the supernatural’s ability to perform magic or may cause fear or other psychological effects. This adds +2 to magical TN and Mana Costs per degree of Severity. For example, dreamwalkers hearing church bells or vampires in the daylight will suffer +2 to all magical rolls. At Major Severity, they will also suffer +2 difficulty to all rolls when near the weakness (and another +2 difficulty each degree after). At Serious level, the presence of the weakness inflicts 1 damage every minute of exposure. At Devastating level, it inflicts 1 damage every round of exposure.. Alternatively, the presence of symbols such as salt circles or holy symbols may force the supernatural to roll a Willpower test, TN 9+2 per level of severity, or recoil in fear or even possibly try to run away.
Spells
If the Backlash is the result of powerful magics, especially a spell failure, the GM may have the spell effect target the supernatural instead. The spell effect will spend the equivalent Mana as was paid for in the Backlash Consequence, and will add +2 to any effect for each level of severity.