BLACK SEVEN vs Mage: The Ascension
Compare BLACK SEVEN and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.
| BLACK SEVEN | Mage: The Ascension | |
|---|---|---|
| Genre | Modern | Fantasy, Modern, Horror |
| Tags | Espionage, Mission-Based, Rules-Light, Theater of the Mind, Fast-Paced, One-Shot Friendly, Beginner-Friendly, Cinematic, CC-Licensed Rules | Freeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics |
| Core Mechanic | Roll 2d6 + Trait, 11+ succeeds. Characters have 12 Traits organized into three categories, each with four Traits linked to Body, Speed, Mind, or Communication: Infiltrate (stealth and access), Force (open combat), and Mob (silent takedowns). An abstract positioning system tracks agent status through Exposed and Noticed states rather than using maps. Threat escalates from 3 to 5 as agents are detected, with guards only returning fire at Threat 5. | 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. |
| Dice | 2d6 | d10 dice pool |
| Complexity | Very Low | Very High |
| Accessibility | Medium | High |
| Runnability | Low | Very High |
| License | CC BY-NC-SA 3.0 | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | Zero Point Information | Onyx Path Publishing |
| Year | 2011 | 2015 |
| Languages | English | English, French, German, Italian, Russian, Spanish |
| Best For | Groups who want fast, low-prep espionage one-shots inspired by stealth video games like Deus Ex and Splinter Cell, with abstract facility infiltration and no maps required. | Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world. |
| Highlights | Abstract facility infiltration system replaces maps with positioning actions and escalating Threat levels. Three tactical approaches to every encounter: sneak past, ambush silently, or go loud. Character creation fits on an index card and takes minutes. Optional cybernetics and psionics modules expand the near-future setting. | 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. |
| Considerations | 47-page rulebook with limited content beyond the core loop of facility infiltration. No advancement or campaign mechanics: designed for one-shots and short arcs. No bestiary or NPC variety beyond guards and researchers. Sample adventure is the only published scenario. | 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. |