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Barbarians of Lemuria vs Mage: The Ascension

Compare Barbarians of Lemuria and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

Barbarians of LemuriaMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsRules-Light, Pulp Action, Sword & Sorcery, Beginner-Friendly, Fast-PacedFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban Fantasy
Core MechanicRoll 2d6 + attribute + career (or combat ability), 9+ to succeed. Four attributes (Strength, Agility, Mind, Appeal) and four combat abilities (Initiative, Melee, Ranged, Defence) rated 0–5. Careers replace individual skills: if your career is relevant, add its rating. Boons roll 3d6 keep best two; flaws roll 3d6 keep worst two. Hero Points fuel dramatic escapes and heroic feats.Roll an Attribute-plus-Ability pool of d10s and count dice meeting the difficulty, usually 6. Each rolled 1 cancels a success. A roll botches only when no die meets the difficulty and at least one die shows 1. Magick instead rolls Arete, the mage's enlightenment rating, against a difficulty based on the highest Sphere used and whether the effect violates ordinary reality. Successes determine the effect's extent.
Dice2d6d10 dice pool
ComplexityLowVery High
AccessibilityMediumHigh
RunnabilityHighVery High
LicenseAll Rights ReservedAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherBeyond Belief GamesOnyx Path Publishing
Year20152015
LanguagesEnglishEnglish, French, German, Italian, Russian, Spanish
Best ForGroups who want fast, pulpy sword and sorcery in the vein of Conan: career-based characters, boons and flaws, and combat that resolves in minutes.Groups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.
HighlightsCareer system is intuitive and fast, combat resolves in minutes, Hero Points enable pulp heroics, simple to learn and teach, spawned the Everywhen universal toolkitNine Spheres combine into improvised magical effects beyond a fixed spell list. A mage's beliefs determine the practices and instruments that make those effects possible. Concealing magick within plausible events reduces the risk of reality's backlash.
ConsiderationsTightly coupled to its Lemuria setting, limited character advancement, combat lacks tactical depthImprovised magick requires the group to agree on what an effect can accomplish before rolling. Accumulated Paradox can injure a mage or trap them in a distorted reality. Cabals need shared motives to keep incompatible faction loyalties from pulling the campaign apart.