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Call of Cthulhu vs Mage: The Ascension

Compare Call of Cthulhu and Mage: The Ascension side by side. See differences in complexity, dice, genre, cost, and more.

Call of CthulhuMage: The Ascension
GenreHorror, ModernFantasy, Modern, Horror
TagsInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Fear & Stress Mechanics, Corruption, Skill-BasedFreeform Magic, Character Building, Crunchy, High-Power, Roll to Cast, Skill-Based, Lore-Heavy, Fear & Stress Mechanics
Core MechanicRoll d100 equal to or under your skill percentage. Success tiers at half (Hard) and one-fifth (Extreme) of the skill value. Bonus and penalty dice adjust the tens digit. Failed rolls can be pushed for a second attempt at greater risk.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.
Diced100d10 dice pool
ComplexityMediumVery High
AccessibilityHighHigh
RunnabilityVery HighVery High
LicenseChaosium Fan Material PolicyAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$$
PublisherChaosiumOnyx Path Publishing
Year20142015
Best ForInvestigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.Groups who want long-form modern occult campaigns about reality-shaping power, ideological conflict, and the consequences of imposing belief on the world.
HighlightsTracking Sanity as a depletable score ties mental erosion to the fiction, so confronting cosmic horror mechanically wears characters down. The percentile skills resolve on a d100 roll-under, with Hard and Extreme bands at half and one-fifth of the rating. Bouts of Madness convert failed Sanity checks into temporary phobias, manias, or loss of character control.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.
ConsiderationsThe chase rules add a detailed positioning subsystem whose complexity outweighs how often it sees use. Character creation allocates points across a long list of skills, a slow first step for new players. In long campaigns the sanity spiral can strip a character of player control as madness accumulates.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.