Magic

## Magic Origin

Supernatural characters come in a variety of types; be they spell casters that channel the mystic forces of the world, creatures of legend or those whose powers come from faith in a deific being or imbued from a mystical item. They are probably the most varied, but also one of the most rare as magic (and creatures of it) left the world millenia ago. Each of the category types that could exist in the world will be listed below, as well as info on those that do not exist. The Supernatural in all its forms and types is as a whole thought to be fake or unreal, and most supernatural want to keep it that way, especially with how Mutants have been viewed; what would they be seen as if they showed that vampires and such really existed too.

## Witches, Wizards & Warlocks

Those supernatural characters that use magic to cast spells to control the forces of the world; wizards, witches, mages are all names for them. Much of the knowledge of spells was destroyed when great libraries of old were destroyed (Alexandria, Egypt being one of the most famous) but few grimoires, spellbooks and scrolls still exist to learn from if they can be translated.

## Foci

Spells always require some sort of focus be it hand movements, words, ofuda, rituals, runes, wands, staves, or whatever other focus they use. Without it a Witch (or whatever word you use) cannot cast and use their magic. It is a requirement.

## Blood Magic

As magical energy of the world is much weaker than it was in the time of great casters, that energy must come from somewhere when a Mage pushes their magic further. Any time a spell caster uses Extra Effort to Increase Power Rank or Use Alternate Power Stunt they must spill blood as a standard action. This does not have to be their own blood, but it must be freshly spilled, you cannot store blood for later use.

Each time you spill blood for this it causes a wound (no Toughness check to negate) and a loss of blood; unlike normal wounds these heal at a rate of 1 per day. You can only lose an amount of blood equal to your Stamina + (Size / 2); losing more than this causes unconsciousness. If you lose one and a half times this you die.

## Mythical Creatures

Vampires, werewolves, zombies, sprites, fey or mermaids are all examples of Supernatural characters that are mythical creatures. This does not include those that would fall into one of these categories but also are deific (like many celtic deities, the Tuatha de Danu, angels, demons, djinn, etc.)

Most mythical creatures though left the world in the dark ages prior to the Inquisition; a few stuck around or returned when they were not supposed too. Any mythical creature on Earth will be considered to be an escapee from Avalon, and may find themselves hunted down by the Wild Hunt to be returned.

## Cursed

This could also include those cursed like werewolves (which also are just creatures in some mythologies), gorgon (medusa), Arachne, CuChulain (in some versions), etc.

## Weaknesses & Vulnerabilities

Every Mythical Creature has at least 1 weakness or vulnerability, more as they become more powerful or older. Be it a vampire’s allergy to garlic or inability to enter holy ground, to a werewolf being harmed by silver. A Mythical Creature gains 1 additional complication that must be a Weakness, Power Loss or Vulnerability of some sort; for every 3 Power Levels (round up).

## Demigods

As the gods are no longer able to come to the mortal plane, they are no longer able to spawn demigod children there. Though there are demigods in Avalon (see ch. 4); their deific blood makes their passage to the mortal plane not only difficult, but a bad idea as it would potentially break the pact.

## Relics

Another option for Supernatural characters is that they gain their power from a relic or artifact that was created and imbued by a deific being (angels, demons, powerful spirits, gods, etc.). These relics powers reflect either a specific purpose for the item or the deific being that imbued them. So a Holy Sword would have powers against unholy beings or the Bolt of Zeus would grant the wielder electricity powers.

A Relic must always be with the person, as that is the source of their power. Because of this they are usually a small object of some sort; like a weapon, jewelry, shield, etc. Though there may be a few larger items that cannot be so easily carried; they still must remain in the possession of the wielder.

The deific being must be living, if they are dead any of their relics lose their powers. For most relics anyone can use it, some may have requirements for their wielders but those are exceptions, not the norm. Relics most often appear as ancient items, and do not change their appearance with the era.

## Limited Powers

Relics powers are much more finite and static than spell casting, even if powers may be similar. Unless there are faithful of the deific being around the user (not counting the user) they may not use the Alternate Power Stunt option from Heroic Effort and even if there is, it still must be within the purview of that item. The aforementioned bolt of zeus could not be used to create an ice blast instead of a lightning bolt, but could change the shape of the lightning bolt’s area.

## Faith Powered

If the wielder of a Relic is around at least 6 of the faithful of the deific being that made the object, they can use the Power Rank Boost option from Extra Effort and negate the Fatigue it would cause once per scene.