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Against the Darkmaster vs Mage: The Ascension

Compare Against the Darkmaster and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

Against the DarkmasterMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsCrunchy, Combat-Heavy, Deadly, High-Fantasy, Journey, Character-Driven, Roll to CastFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicRoll d100 + skill bonus against a difficulty threshold for skill checks, or against an opponent's defensive bonus for attacks. Rolls of 01–05 are automatic failures (fumbles); rolls of 96–00 are open-ended, allowing a second d100 roll added to the first for explosive results. Attack rolls that exceed the target produce hits on weapon-specific attack tables, with high results triggering critical strikes that cause injuries, bleeding, and conditions beyond simple hit point loss.Build a d10 pool from an Attribute plus an Ability and count each die that meets or exceeds the difficulty, usually 6. Each rolled 1 cancels a success, and a roll with no successes and at least one 1 botches. Magick uses Arete instead: the highest Sphere plus coincidence or vulgarity and witnesses establishes the base difficulty, with situational modifiers applied afterward. Successes determine the Effect, and vulgar casting risks Paradox.
Diced100d10 dice pool
ComplexityHighVery High
AccessibilityHighHigh
RunnabilityVery HighVery High
LicenseProprietary (open00 SRD planned)All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherOpen Ended GamesOnyx Path Publishing
Year20202015
LanguagesEnglish, ItalianEnglish, French, German, Italian, Russian, Spanish
Best ForGroups who want an epic good-versus-evil campaign with deep character creation, detailed travel mechanics, and crunchy percentile combat with critical hit tables: especially fans of Rolemaster or MERP looking for a modernized take.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsCharacter creation combines Kin, Culture, Vocation, and Background into highly differentiated characters with personal Passions that mechanically drive play. Detailed overland travel system with terrain-specific hazard tables, foraging, camping, and safe haven mechanics. Magic system with 30+ Spell Lores and over 300 spells, available to all Vocations at different costs. The Darkmaster creation system lets the GM build a campaign-defining antagonist with servants, artifacts, and a dark stronghold.Nine Spheres combine to build open-ended Effects, allowing the same capability to emerge through different paradigms, practices, and instruments. Coincidental and vulgar classifications make subtlety a tactical choice because conspicuous magick raises difficulty and accumulates Paradox. Focus ties belief to procedure, so a mage's worldview determines the tools and rituals used to alter reality.
Considerations574-page core book requires significant reading investment before first play. Open-ended d100 rolls and critical hit tables can produce extreme outcomes that swing encounters unpredictably. No published setting: the GM must build or adapt one, though the included introductory campaign provides a starting framework. Character creation involves multiple layered steps (Stats, Kin, Culture, Vocation, Skills, Backgrounds, Passions) that can take an entire session.Improvised Effects place frequent adjudication on the Storyteller, who must apply Sphere permissions, focus, required successes, and consequences consistently. Vulgar magick generates Paradox even on success, so overt power can punish a mage through injury or metaphysical breakdown. Faction choices can make a cabal internally hostile, so character concepts need shared motives before play.