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Bite the Hand vs Mage: The Ascension

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

Bite the HandMage: The Ascension
GenreCyberpunk, Scifi, HorrorFantasy, Modern, Horror
TagsCharacter Building, Deadly, Fast-Paced, Gritty, Hackable, Fear & Stress Mechanics, Resource Management, Theater of the MindFreeform Magic, Character Building, Crunchy, Fiction-First, Character-Driven, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics, Urban Fantasy
Core MechanicRoll d100 under a relevant stat or save. Equal or higher makes a check fail or succeed with a consequence, while an equal-or-higher save fails and incurs harm. Doubles trigger critical results based on success or failure. Advantage or Disadvantage rolls twice and keeps the better or worse result; uncomplicated actions usually work without a roll.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.
Diced100d10 dice pool
ComplexityMediumVery High
AccessibilityMediumHigh
RunnabilityMediumVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherSpellbook Gaming LLCOnyx Path Publishing
Year20262015
LanguagesEnglishEnglish, French, German, Italian, Russian, Spanish
Best ForGroups seeking lethal cyberpunk missions about vulnerable rebels, with room for hacking, social maneuvering, and direct action.Groups who want long modern occult campaigns about conflicting beliefs and the consequences of reshaping reality.
HighlightsTiered cybernetics raise Minimum Stress as they expand a character's capabilities, linking augmentation directly to emotional resilience. Completing a mission against a corporation, harming law enforcement, corporate assets, or government officials, and every $2,000 of debt each raise Heat; after a day of noticeable crime, a secret d20 roll at or under the highest-Heat character's score produces a Heat consequence. Uncomplicated attacks hit automatically, reserving checks for dangerous complications and keeping firefights moving.Nine 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.
ConsiderationsRandom stats and unequal starting loadouts deliberately create uneven characters. Wounds and failed Death saves can remove characters abruptly. Several procedures rely on Warden judgment: hacking, social checks, cover, and carrying capacity.Improvised 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.