CAIN vs Mage: The Ascension
Compare CAIN and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.
| CAIN | Mage: The Ascension | |
|---|---|---|
| Genre | Horror, Modern | Fantasy, Modern, Horror |
| Tags | Anime, Character-Driven, Corruption, Deadly, Fiction-First, Investigation, Mission-Based, Strong GM Support, Superpowers, Theater of the Mind | Freeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics |
| Core Mechanic | Roll a pool of d6s from a skill rated 0–3 plus up to +3D of ordinary advantages; each 4+ is a success, and one success achieves the goal. The Admin judges difficulty and risk separately, so a roll can be both hard and risky. A hard roll scores successes only on 6s. A risky roll adds the Admin's risk die, which sets how much better or worse the outcome goes. A straight roll omits that die. Complex tasks use talismans, segmented trackers that take one slash per success. | 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 | d6 dice pool | d10 dice pool |
| Complexity | Medium | Very High |
| Accessibility | Medium | High |
| Runnability | Very High | Very High |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Commercial publishing allowed — Creator-published permission for original supplementary content | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $ | $$ |
| Publisher | CHASM | Onyx Path Publishing |
| Year | 2024 | 2015 |
| Languages | English | English, French, German, Italian, Russian, Spanish |
| Best For | Groups who want short monster-of-the-week campaigns where uncovering a sin's traumas makes the final confrontation easier. It suits tables ready to handle abuse, self-harm, and trauma themes with characters treated as expendable weapons. | Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world. |
| Highlights | Each trauma question answered during investigation can be invoked once in the final fight to reduce stress and slash the sin's execution talisman. Exorcists can pay for powers with 1d3 sin instead of scarce psyche bursts, a shortcut that builds toward overflow, mutation, or becoming an enemy Imago. Every rest raises pressure, and each pressure tick lengthens the sin's execution talisman, making recovery a direct trade against the final fight. | 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 | Investigations engage with abuse, self-harm, trauma, and mental health crises, so the book directs the Admin to discuss intentions and boundaries with players beforehand. Harm taken with three injuries, or 7 or more stress from one event after reductions, causes instant death unless the exorcist defies fate and suffers sin overflow instead. The author expects campaigns of about ten sessions or fewer, and Category advancement reaches its normal cap after seven missions survived. | 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. |