TTRPG Wiki

Compare tabletop RPG systems to find your next game

Cairn 1st Edition vs Mage: The Ascension

Compare Cairn 1st Edition and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

Cairn 1st EditionMage: The Ascension
GenreFantasyFantasy, Modern, Horror
TagsRules-Light, Classless, Deadly, Attacks Always Hit, Random Character Creation, Inventory Management, Dark Fantasy, Fiction-First, Sandbox, CC-Licensed RulesFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicRoll d20 equal to or under STR, DEX, or WIL to pass a save; 1 always succeeds and 20 always fails. Attacks always hit: the attacker rolls a damage die, subtracts the target's Armor, and applies the remainder to Hit Protection. When HP reaches 0, damage spills into STR and triggers a critical damage save; reaching 0 STR means death. Characters have 10 inventory slots, two for hands, with bulky items occupying two slots. Fatigue from spellcasting or deprivation fills slots like gear. Spells are cast by holding a Spellbook in both hands and reading aloud, adding one Fatigue per cast.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.
Diced20, d4–d12d10 dice pool
ComplexityVery LowVery High
AccessibilityVery HighHigh
RunnabilityHighVery High
LicenseCC BY-SA 4.0All Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherYochai GalOnyx Path Publishing
Year20202015
LanguagesEnglishEnglish, French, German, Italian, Russian, Spanish
Best ForGroups who want a free 24-page toolkit for fae-haunted woodland adventure where character creation takes minutes, equipment defines the character, and any fight can kill you. Especially well suited to one-shots, hacking into custom settings, and learning rules-light fantasy.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsEntire game fits in 24 pages, released under CC BY-SA 4.0 with full rights to remix and republish commercially, the ten-slot inventory unifies equipment and Fatigue into one resource, character generation rolls on d20 tables for names, traits, backgrounds, and starting gear plus a d100 spellbook table, a Scars table produces lasting consequences when HP is reduced to exactly 0Nine 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.
ConsiderationsAlmost no setting detail beyond a vague mysterious Wood, only five creatures in the core bestiary, no structured procedures for exploration turns or dungeon rounds (added later in 2nd Edition), classless design offers no character build mechanics for players who enjoy optimizationImprovised 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.