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Blue Rose vs Mage: The Ascension

Compare Blue Rose and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

Blue RoseMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsCharacter-Driven, Corruption, Tactical, Crunchy, Social Intrigue, Strong GM Support, High-Fantasy, Lore-Heavy, Heroic, Roleplay-HeavyFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicRoll d20 and add the relevant ability, skill, or arcanum modifier against a Difficulty set by the Narrator. Attacks use the same procedure against Defense. Successful damage forces a Toughness save that moves the target along an injury track instead of reducing hit points.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.
Diced20d10 dice pool
ComplexityHighVery High
AccessibilityMediumHigh
RunnabilityVery HighVery High
LicenseOpen Game License Version 1.0aAll Rights Reserved
Third-Party PublishingCommercial publishing allowed — Open Game License v1.0aCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherGreen Ronin Publishing, LLCOnyx Path Publishing
Year20052015
Best ForGroups who want hopeful romantic fantasy campaigns where personal motivations, political intrigue, and heroic service matter alongside tactical conflict.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsActing on a Calling and either nature restores Conviction, turning personal motives into a renewable resource. Reputation and Influence give past deeds and changing attitudes mechanical weight in social scenes. Sorcery risks Corruption that erodes abilities and can culminate in madness or unlife, making forbidden magic a sustained consequence rather than a binary choice.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.
ConsiderationsCharacter creation combines a background and role with several layers of customization, requiring choices across multiple chapters. Combat tracks actions, modifiers, saving throws, and damage conditions instead of a single hit-point total. Sorcery's Corruption rules attach moral consequences to forbidden magic, so groups must engage with the setting's Light and Shadow framework.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.